Base Class: Ranger
Few natural forces can hold a candle to the destructive power of a storm. Stormcallers are a group of rangers that have taken it upon themselves to harness this power, and learn to understand and respect it, instead of simply fear it.
Stormcaller Spells
When you reach a Ranger level specified in the Stormcaller Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Thunderwave |
| 5 | Shatter |
| 9 | Lightning Bolt & Call Lightning |
| 13 | Storm Sphere |
| 17 | Control Winds |
Eyes of the Storm
It is imperative for a Stormcaller to know when a storm may approach, and they learn techniques to sense changes in the weather. At 3rd level, you can spend 10 minutes of free time to discern the weather in the local area for the next 5 days.
Additionally, you can take the Hide action as bonus action while you are in rain or other adverse or stormy conditions, and you do not suffer negative effects, such as disadvantage on perception checks, when observing areas lightly or heavily obscured by rain or other adverse or stormy conditions.
Storm Step
At 3rd level, you are able to wrap the gale winds of the storm around yourself to attack with fury and power.
Whenever you move at least 15 feet in a straight line, you become charged with energy. While charged this way, you may choose to add 1d8 points of either thunder or lightning damage to one of your weapon damage rolls. When you apply this additional damage, or at the end of your turn, you lose your charge and must move another 15 feet to become charged again.
You can use this feature a number of times equal to your Proficiency bonus per long rest, and regain one use each short rest. Additionally, you gain 15 feet extra movement speed when in rain or other adverse or stormy conditions.
Darkening Skies
By 7th level, you learn the powerful technique that has granted Stormcallers their title -- You can call forth a storm and all its terrible power. Once per long rest, as an action, if you can see the sky, you can cause dark storm clouds to form in a 5 mile radius directly above you.
These clouds count as stormy conditions for the purposes of spells and other effects such as the call lightning spell. If it is already overcast, lightly raining, or lightly snowing when you use this feature, you instead cause the weather in the area to drastically worsen.
Overcast conditions become a deluge, light rain turns to a violent maelstrom, and light snowfall becomes a biting blizzard. The storm clouds and/or the changes to the weather persist until you choose to disperse them as an action, they are magically dispersed, or a number of hours pass equal to half your Ranger level, whichever comes first.
While you are in rain or other adverse or stormy conditions, your Storm Step feature is empowered. If the additional damage you chose was thunder, the target must make a Strength saving throw against your spell casting DC or be knocked backwards 10 feet and fall prone. If the additional damage you chose was lightning, other creatures within 10 feet of the target must make a Dexterity saving throw or take 1d8 lightning damage on a failure or half on a success.
Discharge
At 11th level, you carry with you the awesome power of a raging storm, and you can unleash it upon your adversaries.
As a bonus action, you may choose a point within 120 feet of you that you can see. Creatures within 5 feet of the point must make a Dexterity saving throw against your spell casting DC, taking 3d8 lightning damage on a failure, and half on success. While in rain or other adverse or stormy conditions, you instead choose three points instead of one.
Harbinger of Storms
Starting at 15th level, you are like a living storm. The furious winds, torrential rain, and crackling strikes of lightning are your constant companions. You are now immune to lightning damage, and if you would take lightning damage, you instead gain half that many temporary hit points.
You may now also enter a hyper-charged state, sparking with deathly storm energy. As a bonus action, you may enter your Storm State for 1 minute. While in your Storm State, whenever a creature moves within 10 feet of you for the first time on a turn or starts its turn within 10 feet of you, you may have that creature make a Dexterity saving throw against your spell casting DC, taking 3d8 lightning damage on a failure and half on a success.
While you are in rain or other adverse or stormy conditions, the range of your Storm State increases to 20 feet and effected creatures make their saving throw with disadvantage. You may enter your Storm State a number of times equal to your Wisdom modifier per long rest (minimum 1).
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