Base Class: Fighter
When a storm rolls in, some people feel fear, some people feel content and peaceful and some, a deep, primal bond with the sound and fury. When a warrior hears the bellowing call of the tempest and answers in kind, they find a new well of power to tap into, bringing the strength, speed and destructive energies of the storm down on their foes.
Tempest Guards thrive in the heat of battle, dealing damage even when struck.
Storm Aegis
When you choose this archetype at 3rd level, you are able to rebuke those who would do you harm. The first time an enemy hits you with a melee or ranged weapon attack, you deal that target your choice of thunder or lightning damage equal to your fighter level. This damage is applied to the target only once, even if it would hit you multiple times in a round. If you are attacked by multiple enemies, this effect triggers once per enemy that hits.
You also gain proficiency in the Nature Skill if you do not already have it.
Rush of the Hurricane
Starting at 7th level, your body is able to channel the rush of the storm. Your movement speed increases by 10ft and you gain advantage on saving throws against spells and effects that would slow or halt your movement.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Atmospheric Strike
Starting at 15th level, you can bring the might of the storm to bear upon your foes. Anytime you score a critical hit with a weapon attack, roll an additional 2d8 when determining the extra damage for a critical hit with a weapon attack.
This increases to 3d8 at 18th level. This additional damage counts as your choice of Thunder or Lightning damage.
In addition, Attacks made with weapons you are proficient with count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Hand of the Tempest
At 18th level, you gain the ability to harness the very heart of the storm As an action, you can magically become an avatar of the tempest, gaining the following benefits for 1 minute:
You have immunity to thunder and lightning damage.
When you take the Attack action on your turn, you can make one additional attack as part of that action. (This effect does not trigger when using Action Surge to take an additional attack action)
Once per round your weapon attacks deal an additional 2d8 thunder damage and 2d8 lighting damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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