Base Class: Ranger
Rangers who walk in the tempest unafraid draw the power of the storm into themselves and become stormwalkers.
Thundershot
At 3rd level, a stormwalker can imbue their weapons with the power of the storms. As a bonus action, you can cover your weapons in lighting and thunder, making weapons deal an additional 1d8 lighting or thunder damage, this effect lasts for 10 minutes. You can use this ability up to your proficiency modifier and you regain all expended uses when you finish a long rest.
The extra damage increases to 1d10 when you reach 11th level in this class.
Magic of the Tempest
You learn an additional spell when you reach certain levels in this class, as shown in the StormWalker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Stormwalker Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Thunderwave |
| 5th | Skywrite |
| 9th | Lightning Bolt |
| 13th | Storm Sphere |
| 17th | Control Winds |
Wind Tamer
At 7th level you become unaffected by any wind and can become one with it. You are unaffected by any magical or non magical effects of strong wing and storms (aka spells like Gust of Wind, Warding Wind, etc.). Additionally you can cast the spell Gaseous Form (only on your self) up to your proficiency modifier per long rest.
Flash Step
At 11th level you can move across the battlefield like a bolt of lighting. Whenever you use a Dash action you turn into a bolt of lighting and can move to any unoccupied space within 60 feet of you without provoking opportunity attacks. You can make one ranged attack before or after you use this feature.
Zephyr's Avatar
At 15th level you are able to cast the spell Wind Walk as an action, with the difference that the creatures affected by the spell can turn back to their true form as an action and turn back to their mist form for the duration of the spell. You can use this feature once per long rest.
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