Base Class: Barbarian
Those who walk the path of the Tempest are more attuned to nature than most barbarians, channeling the power of the storm like no other, letting it out as they fight.
Perhaps you were struck by lightning as a child, or you have a primal inclination for wielding the power of the tempest, or maybe an ancestor blessed you with magic that isn't quite enough to awaken sorcerous abilities, but it is to wield the storm as a warrior.
Whatever the case may be, the wrath of these barbarians is intense and electric, controlling gale and lightning alike, and striking with the roaring ferocity of thunder.
Voice of the Storm
Beginning when you first choose this path at 3rd level, you learn to speak and write Auran and learn the Gust cantrip if you don't know it already. Constitution is your spellcasting ability modifier for this spell.
Additionally, you gain the ability to subtly control the weather around you. If it is raining, you can use a bonus action to cause the rain to stop falling in a 10-foot-radius sphere centred on you. You can end this effect at any time. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centred on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
Roaring Tempest
Also at 3rd level, you become a wrathful storm whenever you rage. As long as you are raging, you have a flying speed equal to three times your barbarian level (rounded to the nearest multiple of 5), and the first time on each of your turns that you hit a creature with an attack, you add a number of d6s equal to your proficiency bonus as lightning damage to the attack's damage.
Gale Command
Starting at 6th level, you can channel the winds of the sky and storms. As a bonus action on your turn or whenever you roll a critical hit (no action required), you can cause either of the following effects:
- You gain a flying speed equal to twice your walking speed until the end of your next turn.
- You and creatures of your choice within 15 feet of you gain a flying speed of 15 feet until the end of your next turn.
- You can fly up to 10 feet without provoking opportunity attacks. If you end your turn in the air, you stay hovering until the end of your next turn.
- You can cause creatures within 10 feet of you to succeed on a Strength saving throw (DC= 8+ your proficiency bonus + your Strength modifier) or be knocked either prone or 10 feet away from you (your choice for each creature).
You can use this feature once, regaining the ability to use it again when you finish a short or long rest, or whenever you roll a critical hit.
Wind Herald
At 10th level, you gain resistance to lightning and thunder damage.
In addition, you can use your action to call forth a Air Elemental to your service. The elemental disappears when it drops to 0 hit points or when you dismiss it (no action required). The elemental is friendly to you and your companions for the duration. The elemental's turn is immediately after yours, and it obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. While conjured this way, the elemental's attacks and features deal magical lightning damage instead of their type. It lasts for 1 hour, afterwards it disappears, and you can only have one Air Elemental at a time.
You can use this feature once, regaining the ability to use it again when you finish a long rest or if you expend two uses of your Rage to use it again.
Tempest Avatar
By the time you've reached 14th level, you have become the embodiment of the roiling winds and sky, and the storms that traverse it and rain down their wrath onto the world. You gain the following benefits.
- You have a flying speed equal to your walking speed.
- Windshape. Once per long rest, as an action, you can transform into an Air Elemental, as described in the Wildshape feature rules for the druid class. While transformed this way, your attacks and features deal magical lightning damage instead of their type.
- Chainbolt. Once per turn, when you deal lightning damage to a creature, you can cause a bolt of electricity to leap and chain onto other targets. The next target must be within 10 feet of the original target, and it must succeed on a Dexterity saving throw (DC= 8 + your proficiency bonus + your Strength modifier) or take the same amount of lightning damage that the original target did.
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