Ranger
Base Class: Ranger

Channelers of the ancient storms, enemies of the Stormwielders fall to a hail of lightning and arrows. Where others will seek shelter from the rain amidst the tempest, a stormwielder ventures wherever the rain falls to eliminate those beneath its shadow.

Stormwielder Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Stormwielder Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

In addition to the below spells, when you take this subclass you learn either the Thunderclap or Lightning Lure Cantrip

Ranger Level:
3rd - Thunderous Smite, Zephyr Strike
5th - Warding Wind, Skywrite
9th - Thunderstep, Lightning Arrow
13th - Storm Sphere, Ice Storm
17th - Control Winds, Steel Wind Strike

Thunder Arrow

At 3rd level, you can channel the might of the storm into your projectiles shot through a bow or crossbow. As a Bonus Action you can prepare Thunder Arrow. The next time you hit a creature within the next 1 minute your arrow rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

At 7th level, the damage increases to 3d6, at 15th level the damage increases to 4d6

You can use this ability a number of times equal to your proficiency bonus

Flash of Lightning

At 3rd level, you learn to deftly evade attacks like a flash of lightning.

When you are attacked, as a reaction you can make a rival Dex Save before you see the roll to hit. If your save is higher than the hit roll you dodge the attack with a burst of lightning (ie; if the foe rolls a 12 to hit and you roll a 13 or higher on your save), teleporting up to 15ft away and dealing 1d6 Lightning or Thunder damage to all creatures within 5ft of you before you teleport.

This damage is increased to 1d8 at 7th level and 1d10 at 11th.

You can use this ability a number of times equal to your Wisdom modifier.

Chain Lightning

At 7th level, your Lightning of any source is greatly enhanced.

Whenever you deal Lightning damage, said lightning will chain outwards towards the nearest foe within 15ft, dealing half the initial amount of damage. This damage can also chain, doing the same damage to another creature within 15ft. The amount of creatures this damage can chain to is equal to your Wisdom modifier (minimum of one). The same creature cannot be hit twice.

Stormy Flight

At 11th level, as a bonus action you can channel the storm around you to grant you a flying speed equal to your walking speed for 1 minute. While you have this flying speed, whenever a creature starts their turn within 10ft of you or enters that area for the first time during their turn, they must make a Con Save against your Spell DC. On a failed save, they take 1d8+Wis Lightning damage and have disadvantage on hitting you until they leave the storm. On a successful save they take half as much damage and do not suffer disadvantage. 

You can use this ability a number of times equal to your Wisdom modifier per long rest.

Rain of Lightning

At 15th level, you can coordinate the strikes of your bolts with the lightning from your storm. Once per turn when you make an attack while having the flight speed of Stormy Flight, you can add one of the following effects.

Lightning Spear: Your attack deals an additional 2d6+Wis Lightning damage

Thunder Roar: All creatures within 15ft of you take 2d6 Thunder damage and must make a Str save, on a failed save they are pushed backwards 10ft and knocked prone.

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