Base Class: Ranger
While all rangers are attuned to nature, some are drawn particularly to its capacity for destruction. Stormchasers learn to harness the power of wind and lightning to become powerful warriors.
Stormchaser Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Stormchaser Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ranger Level Spell
3rd thunderwave
5th gust of wind
9th call lightning
13th storm sphere
17th control winds
Storm-Charged Attacks
Beginning at 3rd level, you have learned to channel the fury of a storm into your combat abilities. The first time on your turn that you hit a creature with a weapon attack, that creature takes an additional 1d6 lightning damage.
Eyes of the Storm
Beginning at 3rd level, you are accustomed to the way storms affect your visual field. Areas that are lightly obscured by weather effects, such as fog and rain, do not impose disadvantage on your Wisdom (Perception) checks.
Ride the Wind
Beginning at 7th level, you can call on the winds of the storm to carry you. You can use a bonus action on your turn to grant yourself a flying speed equal to your walking speed for 1 minute. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. It ends early if you are incapacitated or if you die, or if you dismiss it early (no action required).
Once you use this feature, you must finish a short or long rest before you can do so again.
Amplified Charge
Beginning at 11th level, your ability to channel the storm’s fury grows stronger. The extra damage that you deal with your Storm-Charged attacks increases to 1d8. Additionally, you can choose each time you use this feature whether the damage it deals is lightning or thunder.
Storm's Fury
Beginning at 15th level, you can cause the weather to lash out at those who would attack you. When you are hit with a melee attack by an attacker you can see within 5 feet of you, you can use your reaction to resist all of the damage from that attack. The attacker then takes lightning damage equal to half of the damage you took. In addition, each creature you choose within 5 feet of the creature that attacked you must make a Constitution saving throw. On a failed save, it takes the same amount of lightning damage as the attacker.
You can make this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Previous Versions
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