Legendary Resistance (1/Long Rest). If the Weatherwright fails a saving throw they can choose to succeed instead.
Storm Guide. The Weatherwright can magically control the air as described in the Control Winds spell. They do not need to concentrate on this ability.
Metamagic (2/Long Rest). When the Weatherwright casts a spell they can choose to either empower or sculpt the effect. If it is empowered then up to five creatures of the Weatherwright's choice make their saving throws with disadvantage. If the spell is sculpted then up to five creatures of the Weatherwright's choice automatically succeed on their saving throws. If the spell has a duration longer than one round these changes last only until the end of the Weatherwright's next turn.
Multiattack. The Weatherwright makes two attacks with their storm strike
Storm Strike. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 26 (6D6 + 5) thunder, lightning, or cold damage.
Spellcasting. The Weatherwright casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Mage Hand, Prestidigitation, Dancing Lights, Mage Armor
2/Long Rest Each: Detect Magic, Identify, Lightning Bolt
1/Long Rest Each: Vortex Warp, Dispel Magic, Dimension Door, Ice Storm, Storm Sphere, Cone of Cold, Otiluke's Freezing Sphere, Teleport
Misty Step (2/Long Rest). The Weatherwright teleports, along with everything they are wearing or carrying, to an unoccupied space they can see within 30 ft. of them.
Vengeful Bolt. Trigger: The Weatherwright is hit by an attack. Response: The creature takes 14 (2D8+5) lightning damage. The creature must also make a DC 17 Strength saving throw. Failure: the creature is thrown 20 ft. away from the Weatherwright and knocked prone
Counterspell (Recharge 5-6). Trigger: A creature within 60 ft. of the Weatherwright casts a spell. Response: If the creature is casting a spell of 3rd level or lower it fails and the creature's spell slot is wasted. Otherwise the creature must make a DC 17 Constitution saving throw. Failure: the spell fails and the creature's spell slot is wasted.
Description
Weatherwrights are powerful magicians who draw their magic from an innate connection to the elemental plane of air. This grants them the ability to summon buffeting winds, striking bolts of electricity, or bone chilling mists. This connection can also have a profound impact on the Weatherwrights personality, causing them to value self expression and freedom. At their best Weatherwrights expand this love of freedom to those around them as passionate freedom fighters, but at their worst they are selfish and entitled at the expense of others.
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