Wondrous Item, legendary (requires attunement by a Consuming the fruit)

Arashi Arashi No Mi (Storm)
Devil Fruit, Legendary
Type: Environment Alterer Paramecia 
Fruit appearance: a cloud- shaped, grey and white fruit with swirls spiraling into the center
Description: Allows the user to alter the planets atmosphere to change the weather in their surrounding area to various degrees 
Sea Weakness: You are weak to water and seastone

Atmokinesis: You can can do several non damaging weather effects such as:
- Cause rain within a chosen area, that can range anywhere from pouring rain to a light drizzle.
- Start up a light breeze or relentless gale that can push over small objects and cause loose doors and windows to open and close
- Create quick shocks of lightning followed by loud booming thunder.
- Force the temperature to rise or fall a few degrees.
Or any other small non damaging related weather effect.

Tier 1, Alter Weather: As a Bonus Action, you can change the weather within a 120ft radius to any of the effects listed below: 

Rain: All Fire damage attacks have Disadvantage to hit and all creatures have Adv to avoid saving throws with fire damage in it. All creatures with a swim speed can use their swim speed in the 120ft radius and all water based attacks have Adv to hit and all saves to avoid a water based attack are made with Disadvantage 

Sun: All Fire damage attacks have Adv to hit and all creatures have Disadvantage to avoid a Fire based attack, All creatures must make a CON save equal to your Devil Fruit DC or suffer the Blinded condition until the end of their next turn (If the creature has sunglasses they are immune), All plants in the 120ft radius grow 2ft per round. 

Wind: All Projectiles except for beam attacks (Ex: Eldritch blast, Fireball, Magic Missiles) Have Disadvantage to hit. All creatures within the 120ft radius must make a DC 15 strength saving throw or be knocked prone. The user decides which way the wind blows in the radius. If you are moving with the wind you gain an extra 5ft of movement and if you are moving against the wind you lose 5ft of movement. The user can change the direction once per turn.

Fog: All creatures in the 120ft radius have Adv on stealth checks and Disadvantage on Perception checks. All creatures in the radius have lowered visibility causing all attacks made against a creature from more than 10ft away to have disadvantage (Unless they don’t need to rely on sight). 

Snow: All Cold damage attacks have Adv and all saves against attacks with Cold damage have Disadvantage. All creatures' Move speed is decreased by 10ft. All creatures that are using their walking speed must roll a DEX save equal to your Devil Fruit DC if they move more than 15ft, on a fail the creature slips and is knocked prone. 

Tier 2, Alter Heavy Weather: As an Action, you can change the weather to cause a storm to appear for a short duration, each of these storms can only be used once per long rest, the only one immune to the effects are the Devil Fruit User:

Jet Flood: Jets of water shoot out of your hands creating enough water to cause a giant flood. All creatures in a 120-foot long, 15-foot wide line extending from the user must make a Strength save upon a failed save, they take 6d10 + 5 bludgeoning damage and are pushed back 60ft, or half on a successful save, and are pushed backwards 30ft. After the Flood has been fired water floods the area in a 120ft wide 5ft high cube causing the area to be difficult terrain which lasts until the water evaporates, funneled out or removed by some other means.

Rapid Cyclone: The wielder spins their body rapidly creating a whirling 20ft wide 60ft high cyclone that erupts from the wielder, any creature that starts its turn in a 40 radius of the cyclone must make a Strength save On a failed save, the creature takes 4d10 + 5 bludgeoning damage and is pushed 20 feet towards the cyclone and 40 feet up. On a successful save, the creature takes half as much damage and isn't pushed. The cyclone lasts for 3 turns and can be moved along with the wielder. Any creature caught in the cyclone may remake their save at the end of each of their turns until they are free from the cyclone. Any ranged weapon attack against a target within 20 feet of the cyclone has disadvantage, and any ranged attack that passes through it automatically misses and gets sucked up hitting whoever is stuck in the cyclone.

Corrosive Barrage: The wielder forms two corrosive clouds in each of their hands that shoot rapid acidic rain drops that dissolve anything that makes contact with it, anyone within a 60ft cone must make a Dexterity Saving throw or take 6d10 Acid damage and becomes covered in acid, or half as much on a success and not be covered in acid. Any creature covered in Acid takes 1d10 Acid damage for 3 turns.

Hailstorm: The user points to a location in range causing huge chunks of solid ice to rain down upon those below. Each creature in a 40-foot-radius, 80-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 6d10 cold damage and 2d10 bludgeoning damage on a failed save and is knocked prone. On a successful save the creature takes half as much damage and is not knocked prone.

Bellowing Thunder: You hold the power of a small thunderstorm in your hand and transfer it into your weapon. The next weapon attack you make during the spell’s duration deals an extra 7d8 Thunder damage on a hit, or half as much damage on a miss. Hit or miss, the energy in the weapon/ammunition explodes forward in a cone. The target and each creature within a 25ft cone must make a Strength saving or be pushed 20ft away and knocked prone.

Sand Storm: You create a swirling barrier of sand and dust that extends 15 feet out from you and lasts for 3 turns The area moves with you. It is difficult terrain and heavily obscured for other creatures. You can use a bonus action to reduce or increase the radius of the area, up to a maximum of 30 feet. When a creature other than you enters the area for the first time on a turn or starts its turn there, it is buffeted by sand and dust. It must succeed on a Constitution saving throw or take 2d10 bludgeoning and 2d10 fire damage and be blinded until the start of its next turn. or on a success take half as much and not be blinded.

Tier 3, Alter Storm:

Tsunami: 

Blizzard:

Tornado:

Lightning Storm:

Dust Devil:

Wildfire:

Earthquake:

Tier ???, Awakened Storms:

Volcanic Lighting:

Flaming Cyclone:

Shark-Nado:

Frog Rain:

Twin Tornados:

Random Magical Storms:


Spells (Storm Techniques): This devil fruit power has 17 charges. You can expend 1 or more of its charges to cast one of the following spells from it without needing to expend material components: fog cloud (1 charge), shatter (2 charges, can be cast at higher levels by spending additional charges), gust of wind (2 charges), call lightning (3 charges), wall of sand (3 charges) wind wall (3 charges) thunder step (3 charges), stinking cloud (3 charges), tidal wave (3 charges) sleet storm (3 charges), erupting earth (3 charges), storm sphere (4 charges), ice storm (4 charges), cloud kill (5 charges), control winds (5 charges), wind walk (6 charges), whirlwind (7 charges), fire storm (7 charges), tsunami (8 charges), earthquake (8 charges), control weather (8 charges) The devil fruit regains expended charges daily at dawn.

 

Notes: Consuming the fruit

Mais_64

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