Wizard
Base Class: Wizard

Stormcallers weave Air, Lightning and Water magic together, their spells reaching heights of devastation in concert they could not achieve individually. Stormcallers are masters of Lightning and Electricity, sowing chaos and destruction on the battlefield

Primordial Language

You can speak, read, and write Primordial. 

Electrified

Beginning at 2nd level, you summon spark around you. These spark strengthen your lightning and thunder spells equal to your Intelligence modifier. 2 rounds duration!

Unstable Atmosphere

Similar to Storm Sorcery's Storm Guide.

At 6th 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. 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 centered 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.

Storm Shield

Beginning at 10th level, you gain resistance to lightning and thunder damage. When you are hit by a lightning or thunder attack, it gives you Electrified status. If you are under Electrified status, the hit restart the duration and gives +1 to your lightning or thunder damage.

Supercharge

Starting at 14th level, you can increase the power of your storm spells. When you cast a wizard spell of 1st through 5th level that deals lightning or thunder damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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