After traveling through The Storm and spending years of your life to learn its secrets, you have been granted powerful abilities.
Storm Points: The Storm has granted you a finite number of charges per day with which to activate certain abilities. Storm Points are regained after a Long Rest.
Vaporic Protection: A fine, almost sentient mist surrounds you, redirecting electricity and equalizing your internal pressure and the pressure of the air around you. You are resistant to Lightning, Cold, and Thunder damage types. This applies at all times, no matter what.
True Tempest: As an action, consume two Storm Points to temporarily shed your corporeal form and become an extension of The Storm itself for 1 minute. Transform into a stormy, statically charged mist for the duration. While in this form, your movement speed is replaced with 40ft of flying speed, you may travel between any space larger than an inch in diameter, but liquids act like solid surfaces, and you can cast any spell which doesn't require a material component. Water and similar liquids you touch in this form will become electrified until you are no longer touching them. You can exit this form at any time. You gain resistance against non magical damage types and immunity to Lightning damage. All creatures have disadvantage on attack rolls targeting you, and you gain advantage on Strength, Dexterity, and Constitution saving throws. In this form, you may use a bonus action to move 20 feet in a straight line within an instant. Any creature within the line makes a Dexterity saving throw. On a failed save, the creature takes 3d6 Lightning damage; on a successful save the damage is halved.
Evaporate: As a reaction to an incoming attack, consume a Storm Point to instantaneously evaporate your body and gain the effects of True Tempest until the end of your next turn, negating whatever damage would have been done from the incoming attack.
Static Fog: As an action, consume a Storm Point to statically charge the air around you in a 20ft sphere for 1 minute. Within this area, all attacks made with metallic weapons will deal a bonus 1d6 Lightning damage and all other Lightning damage will be doubled. Additionally, water and similar liquids in the area become electrified.
Previous Versions
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3/25/2021 11:01:17 PM
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Coming Soon
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