Warlock
Base Class: Warlock

This Pact is one made with a potent entity of stormy might, those who wield the weather as a force within their mystic arsenal, such as gods like Thor, Adad, or Zeus, but also awesome mystical beings like Rocs, Ancient Air Elementals, or Storm Giants. The crux of this pact revolves around an understanding of weather and the movement of air and energy, nonetheless, which entitles those who wield this Pact's powers to gain extraordinary magics that cause harm, increase mobility, and move or hinder others. With lightning, thunder, and roaring wind, these Warlocks are powerful on the battlefield, but also possess greater abilities to move themselves, their allies, and their enemies than other Warlocks might possess.

In Avalestra, this is the Pact that Ensiris the Blue Dragon of the East enlists his arcane followers to observe as they "worship" him in cult-like fashion. For hundreds of years, he has chosen these arcanists as his allies and companions, and only those who can impress him with their powers are rewarded for their ambitions. Although it has been many years since he has bestowed the highest tiers of power onto his followers, nonetheless even the lower tiers of this Pact make for extremely capable Warlocks.

Expanded Spell List

The Stormbringer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Stormbringer Expanded Spells
Spell Level Spells

1st

thunderous smite, thunderwave

2nd

gust of wind, warding wind

3rd

call lightning, sleet storm

4th

ice storm, storm sphere

5th

control winds, destructive wave

Storm Guide

1st-level Pact of the Stormbringer feature

At 1st level when you choose this Pact, you gain a fundamental knowledge of stormy magic and how to inflict tempestuous harm to your foes. You learn two of the following Cantrips of your choice: Booming Blade, Gust, Lightning Lure, Shocking Grasp, and Thunderclap.

Additionally, whenever you deal damage with these cantrips or any spell from this class's Expanded Spell List, you can add 1d4 bonus damage of a type that spell deals to one target of that spell once each turn. This bonus damage improves to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Lastly, you gain proficiency in Survival and you can double your proficiency bonus on all Survival rolls regarding weather.

Tempest Fugit

6th-level Pact of the Stormbringer feature

At 6th level, you learn how to use your magical control of winds to lift you aloft, and you accomplish mastery of directing lightning at your enemies. As a bonus action, you gain a flying speed equal to your walking speed which you may use to fly for a number of total minutes each day equal to your Warlock level. You may cancel this flight immediately as part of any action and you will drift back to the ground as if you had cast Father Fall on yourself. 

Additionally, you learn the Lightning Bolt spell and can cast it once without expending a spell slot before you must finish a short or long rest to cast it this way again.

Lastly, the bonus damage die from your Storm Guide feature improves to 1d6.

Wind Precision

10th-level Pact of the Stormbringer feature

At 10th level, you have learned to manipulate wind and energy in the storms to a fine degree, letting you move and manipulate things with precision. You learn the Telekinesis spell and can cast it once without expending a spell slot before you must finish a short or long rest to cast it this way again. When you cast this spell in this way, rushing, swirling winds lift and manipulate the object or creature you're moving, and if a creature fails their save by this spell, they are deafened by rushing winds until the spell ends.

Additionally, whenever you cast a spell from your Expanded Spell List that affects more than one creature in an area, you may apply the bonus damage from your Storm Guide feature to each creature that fails their saving throw against that spell. If you do, you cannot apply your bonus damage from your Storm Guide feature to any other spell or cantrip you cast until the end of your turn.

Lastly, the bonus damage from your Storm Guide feature improves to a d8.

Stormcalling

14th-level Pact of the Stormbringer feature

At 14th level, you gain knowledge of how to control the weather around you, and you can cause astonishing winds to blow against your enemies. You learn the Control Weather spell and you can cast this spell once before you must finish a long rest to cast it this way again. You may also expend a use of your 8th-level or 9th-level Mystic Arcanum feature to cast this spell.
You also add the Chain Lightning, Fire Storm, Whirlwind, Incendiary Cloud, and Storm of Vengeance spells to the Warlock Spell List.

Additionally, whenever you cast a spell that would affect the movement of a creature with wind such as Gust of Wind or Control Winds, creatures must spend 2 extra feet of movement for each 1 foot of movement they use to move against the wind.

Also, lightning and thunder damage you deal ignores resistance to those damage types.

Lastly, the bonus damage from your Storm Guide feature improves to a d10.

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