Warlock
Base Class: Warlock

Legend has it that the Storm was the product of an epic war between the eldest and most powerful blue and silver dragons. Charged by ancient magic, eternal hatred, and dragons blood, the final battle tore a hole between our realm and the Auran plane, allowing something to enter…                                                                                                                                ~  The Wanderer, Musings

Expanded Spell List

 

The Great Storm ~ Expanded Spells

Spell Level   

Spells  

1st

Absorb Elements, Chromatic Orb

2nd

Warding Wind, Levitate 

3rd

Lightning Bolt, Haste

4th

Storm Sphere (EEPG), Ice Storm

5th

Conjure Elemental (air), Cone of Cold

 

Stormborn

Starting at 1st level, your patron has infused your being with elemental air. You can speak, read, and write Primordial. You also gain access to the Harper's Motes of Fulmination cantrip, outlined below.
 
Harper's Motes of Fulmination
The power of Saffir allows you to create swirling 3 motes of electrical energy that hover around you, shedding dim light in a 5 foot radius.
You can use the motes to create the following effects each round.  Only one mote may ever be used per round.
1. When you cast this spell or as an action on a later turn, you can make a ranged spell attack with one of the motes (30 ft range).
2. When you cast this spell or as a bonus action on a later turn, you can use one mote to charge your weapon/one piece of ranged ammunition. Attacks with a charged weapon or ammunition are considered magical.
Each mote deals 1d4+1 lighting damage and is consumed when you attack.  Each time you use a mote, reduce the light radius created by 10 feet.
This spell's damage increases by 1d4+1 when you reach 5th level (2d4+2), 11th level (3d4+3), and 17th level (4d4+4).
 

Sturm’s Eye

At 6th level, whenever you take damage, you can use your reaction to fade in to the Auran plane, essentially becoming ethereal and you may choose to manifest a stormy aura around you.  Creatures of your choice within 10 feet of you take lightning or thunder dmg equal to Charisma modifier plus your proficiency bonus. You remain ethereal until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.

Gift of Saffir

At 10th level, you achieve some mastery over the storm and gain resistance to lighting and thunder damage. If you resist damage with this ability, you can use your reaction to absorb the resisted damage and channel it into your next attack.  You may use this absorbing feature once per short rest and may absorb up to 2x your character level in damage each time.

 

Invoke the Tempest

Starting at 14th level, you can call upon The Great Storm for aid. As an action, you create a rift between the Material and Auran planes at a point you can see within 30 feet of you and a supercharged bolt of lightning streaks from the rift, striking up to 5 targets you can see within 120 feet.  You have a damage pool of 10d10 to spilt between the targets. Those targets must make a Dexterity saving throw vs your warlock spell save DC. Creatures who fail their saving throws take up to 10d10 points of lightning damage and are stunned for 1d4 rounds. Creatures who make their saving throws take half damage and are not stunned.

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