Zephyr - Quirk Image

Quirk Tier: Legendary

Saving throw DC: Wisdom

You can bend the forces of nature to your will, causing storms to rage or calm sunny days to appear. This allows you to cause several strange phenomena to manifest. Your powers grow in strength as you do.

You gain the ability to control the weather in a similar fashion to the control weather spell. The differences between the spell and your ability are as follows: you can cast it as an action instead of spending the 10 minute casting time required by the spell, you do not require V or M components (still requires S, wave yer hands around like a wierdo), you are not required to maintain concentration, the weather changes over 6d6 seconds instead of 1d4 x 10 min, and as long as the ability is active you can change the weather again as an action if any previous changes have been completed. You can use this ability once per long rest. As you gain power this ability changes the number of charges it has to (2 at lvl 5) (3 at lvl 11) (4 at lvl 17).

You may choose to perform one of the following abilities as an action on your turn:

When the weather is sunny (Clear minimum requirement) you may intensify the power of the sun, causing an area within 60ft of you with a radius of 5ft to heat up. Creatures within the area of effect take 2d6 fire damage and make a Dex saving throw, on a successful save the creature takes half damage. As you gain power this ability’s range and radius and damage change to (80ft range, up to 10ft radius and 4d6 damage at lvl 5) (100ft range, up to 15ft radius and 6d6 damage at lvl 11) (120ft range, up to 20ft radius and 8d8 damage at lvl 17).

When the weather is Stormy (Rain + Strong Wind minimum requirement) you can summon a bolt of lightning to strike a creature within 60ft of you. The creature takes 1d6 points of lightning damage and makes a Dex saving throw, on a successful save the creature takes half damage. As you gain power this ability’s number of bolts summoned range and damage changes to (2 bolts, 80ft range, and 2d6 damage at lvl 5) (3 bolts, 100ft range, and 3d6 damage at lvl 11) (4 bolts, 120ft range, and 4d8 damage at lvl 17). When summoning multiple bolts, you may target each individually.

When the weather is Snowy (Cold + Snow minimum requirement) you can cause large icicles to rain down on an 5ft radius area within 60 ft of you. Creatures within the radius take 2d4 piercing damage, 2d4 cold damage, and a Dex saving throw, on a successful save the creature takes half damage. As you gain power this ability’s radius range and damage change to (10ft radius, 80ft range, 2d6 Piercing and 2d6 Cold damage at lvl 5) (15ft radius, 100ft range, 3d6 Piercing and 3d6 Cold damage at lvl 5) (20ft radius, 120ft range, 4d8 Piercing and 4d8 Cold damage at lvl 17).

When the weather is Foggy (Ground Fog + Calm minimum requirements) you can create a thick patch of fog that completely obscures vision within 60ft of you. This fog is 10ft in diameter and lasts for 1 minute. As you gain power this ability’s range radius an duration change to (80ft range, 20ft radius, and 2 minute duration at lvl 5) (100ft range, 30ft radius, and 3 minute duration at lvl 11) (120ft range, 40ft radius, and 4 minute duration at lvl 17)

When you use your abilities, you must make a Wis save (DC:10 + number of times you used them) on a failure, you suffer a level of exhaustion and cannot use this ability until you spend one hour doing nothing except resting. Your DC resets to 10 when you do not use your abilities for one hour. As you gain power your body ajust and adapts to the strain placed on it by your ability, this results in the base DC changing to (8 at lvl 5) (6 at lvl 11) (5 at lvl 17)

Zephyr - Quirk Image

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