Base Class: Fighter
Those who become Tempest-Touched may have been born at the exact moment that lightning struck their home, or perhaps they were lost at sea only to be rescued by a mystic ocean current. Others may have elemental ancestors that run deep within their bloodline. Regardless, these warriors are capable of invoking the storm and the sea in order to defeat their foes with lightning speed.
Stormweave
Starting at 3rd level, you can invoke an ancient and archaic form of elemental magic called the Stormweave, provided you aren't wearing heavy armor. It graces you with supernatural sight, speed, and martial talent.
You can use a bonus action to summon the Stormweave around you, which lasts for 1 minute. It ends early if you are incapacitated, if you don heavy armor, or if you use two hands to make an attack with a weapon. You can also dismiss it at any time before its duration is up, no action required.
While the Stormweave is summoned, you gain the following benefits:
- Your melee weapon attacks gain an additional 5 ft. of range, as lightning strikes toward your target. In addition to the weapon's normal damage, you deal an additional 1d4 lightning damage to the target. This feature's damage increases to 1d6 when you reach 7th level, 1d8 when you reach 11th level, and 1d10 when you reach 15th level.
- As a bonus action, you may fly up to 15 ft. without provoking attacks of opportunity.
- You can see through nonmagical smoke, rain, fog, or other natural effects as if they were not there, and suffer none of the drawbacks while in areas that are lightly or heavily obscured by such effects.
You can use this feature a number of times equal to your proficiency bonus, and regain any expended uses of it when you finish a long rest.
Thunderous Surge
By 7th level, you are capable of maintaining a stormy flow around your form that you can detonate.
As a reaction, when you hit a creature with a melee attack or when you are hit with a melee attack, the creature must make a CON saving throw, the DC of which equals 8 + your Strength Modifier + your Constitution modifier. On a failure, the creature takes 4d8 Cold, Lightning, or Thunder damage (you choose when you use your reaction), and is Stunned until the end of their next turn. A creature takes half damage and is not stunned on a success.
You may use this feature a number of times equal to your CON modifier (minimum once), and you regain any expended uses when you finish a long rest.
One With The Weather
At 10th level, you gain a mastery over the flow of water and wind, and are able to use it to your defense.
While you still have uses of your Thunderous Surge available, you are immune to the Grappled and Restrained conditions, and cannot be moved or knocked prone if you are unwilling.
Additionally, whenever you complete a short or long rest in a unique climate (such as mountains, desert, or tundra), you automatically become acclimated to the conditions associated with that climate until you finish your next long rest.
Heart of The Storm
When you reach 15th level, your experiences in the tempest have altered your physicality to the core - you and the storm are as one.
When you take the Attack action on your turn, you can expend a minimum of three hit dice to replace one of your attacks and cast the Call Lightning spell, cast at 3rd level and using Constitution as your spellcasting ability.
When you cast this spell, you may increase the level of spell slot used by choosing to expend additional hit dice, increasing the spell's level by 1 for every two additional hit dice you expend.
Instead of using an action on subsequent turns to call down lightning again, when you cast this spell using this feature, you may instead replace one of your attacks to do so. You can only do this once per turn.
Master of Land, Sea, and Sky
By 18th level, you and the elements work in tandem.
You gain a walking, swimming, and flying speed of 120 ft., provided you aren't wearing heavy armor.
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