Base Class: Fighter
Knights of the Tempest
Storm Guide
At 3rd level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
Static Charge
You can use your bonus action to streak in a straight line equal to your movement speed that does not provoke opportunity attacks. This happens almost instantaneously dealing 1d4 lightning Damage (1d6 at 5th level, 1d8 at 11th, and 1d10 at 17th level) to anything within 5 feet of your line of movement. If after moving you hit a creature with a melee attack you deal damage equal to the number of damage dealt to other creatures hit in your streak.
Can do the number of times equal to your CHA modifier. Resets on short rest.
Eyes of the Storm
At 7th level, you can cast detect magic at will, without expending a spell slot or material components. Your eyes flash blue when casting Detect Magic.
You gain proficiency in Arcana and can also add your CHA mod to Arcana checks. If you already have proficiency in Arcana, you can add proficiency to any skill you want.
Second Wind Ability
Starting at 10th level, you can expend a use of your Second Wind ability to affect each ally of your choice within 30 feet of you. An affected ally can use their reaction to immediately move up to their movement speed without provoking opportunity attacks. Once you expend a use of your Second Wind ability in this way, you cannot do so again until you finish a long rest.
In addition, you gain resistance to Lightning and Thunder damage.
Tempest's Fury
Starting at 15th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals half your fighter level. The attacker must also make a Strength saving throw DC (8+CHA Mod+Prof). On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Undying Tempest
At 18th level, when you are reduced to 0 hp, lightning explodes from you dealing 5d10 damage to any creates within 10 feet of you. All creatures affected are pushed 20 feet back and must make a Dex saving through dc (8+Prof+CHA Mod). On a success, they take half damage, but on a failure, they take full damage. You are brought back to 1 hp.
Can be done once per long rest.
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