Warlock
Base Class: Warlock

You’ve made a pact with an ancient power known as the Storm Lord. Massive and timeless, this godlike entity sails the winds of the void through the darkest places between the skies of countless worlds. It is the spirit that consumes the purified souls of heroes as it welcomes them into its kingdom. Its long tendrils of lightning cover the sky, heralding the violent tempest that follows. This entity finds silent amusement at seeing mortals in peril, and it tends to draw cults of shadowy beings to worship at its altars, performing dark rituals in the name of the Lord of Winds. You have stood before the Storm Lord, unbowed and unbroken, to make a pact that will shake the very fabric of reality. Sparks will leap from your fingertips and fog will rise from your breath as you strike down your enemies with the devastating and majestic power of the Master of the Unfallen Kingdom.

Traits of the Herald:

Those who serve the Storm Lord through pacts and promises are known as heralds, as they stand before other mortals and speak of the coming chaos and salvation that will arrive as their master does. Consider adding one or more of these traits when creating a warlock or after sending the soul of a hero to the Storm Lord.

1. You feel uncomfortable in heavy clothing and would rather stand unprotected from the elements. 

2. You prefer to be outdoors whenever possible and try to sleep where you can see the sky.

3. You whistle quietly at odd times and recite bits of lost lore you may not yet understand.

4. You enjoy even the most extreme weather, laughing as thunder booms and lightning cracks.

5. You view most people as beneath you.

6. You move in a way that is strangely light and fluid.

7. You frequently wear dark robes or clothing that conceals your form.

8. You tend to grin widely when watching the suffering of others.

9. You do not ask, you declare.

10. You prefer music that is percussive, sharp, and frightening to others.

11. Your skin has wisps of fog coming from it that flash brightly when lightning crackles nearby.

12. Your eyes change color to match the sky above you.

13. Your blood is watery, as though it were rained upon.

14. Your skin crackles with sparks when rubbed.

15. Clothing or armor you wear for long periods of time becomes scarred as though struck by lightning.

16. Your body is covered in symbolic tattoos or scars.

17. Your hair constantly swirls, even in still air.

18. Your face is cruel and alien to behold.

19. When you cast a spell, your eyes glow with a blue light and mist pours from your hands.

20. Thunder echoes your speech while you are outside during a storm.

Majesty of the Cloud Ruler

At 1st level, you gain the ability to manifest a fraction of the awe-inspiring glory of the Storm Lord. As an action, choose any number of creatures in a 15-foot radius of you. The targets must make a Charisma saving throw against your warlock spell save DC. If they fail, they fall prone and remain prone on their next turn unless they use all of their movement to stand.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Breath of the Gale

At 6th level, you passively manifest a small tempest around yourself. You gain advantage on saving throws against dangerous gases, clouds, forceful winds, and other similar effects. Your vision is not obscured by fog, mist, smoke, rain, clouds, or other airborne particles.

Additionally, whenever you take the Dash action, nonmagical ranged attacks that target you are made with disadvantage until the start of your next turn.

AUTHOR'S NOTE: There isn't a way for me to really add these features to your character sheet, so please keep this feature in mind whilst adventuring!

Rider of Lightning

Starting at 10th level, when you deal lightning or thunder damage using a spell of 1st level or higher or cast a spell that is on your patron’s extended spell list, you can use your bonus action to teleport to an unoccupied space adjacent to a target of the spell or to an unoccupied space within the spell’s area of effect.

Slayer of the King

At 14th level, you discover the unspoken secrets of the heroes who sought the downfall of the Storm Lord. As an action, you cleave the air with a blade of purest wind in a line 300 feet long, 300 feet high, and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your warlock spell save DC. A creature takes force damage equal to three times your warlock level on a failed save or half as much damage on a successful one. Unattended objects automatically fail this saving throw.

Once you use this feature, you can’t do so again until you finish a long rest.

Eldritch Invocations

These invocations are offered in addition to the ones normally offered. Work with your DM to make sure you have the correct amount of invocations for your level. 

Arc Lightning

When you cast a cantrip that deals damage or make a weapon attack, you can use a bonus action to cast lightning bolt using a warlock spell slot at a target of your cantrip or weapon attack.

Dance of the Storm

You can cast fly on yourself at will without expending a spell slot or material components.

Essence of the Sky

If you have a spark seeker as your familiar, it gains additional hit points equal to your warlock level. While you have a spark seeker as your familiar, you can cast spells that deal lightning or thunder damage as though your familiar was the point of origin for the spell when determining the range and available targets.

Flaywind Blade

When you create a weapon with your Pact of the Blade feature, you can infuse it with silver mist and form it from storm scarred steel. When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. When a ranged attack misses you while you are wielding this weapon, you can use your reaction to move up to 15 feet without provoking opportunity attacks, and you can move through spaces occupied by hostile creatures without spending additional movement.

Grimoire of the Endless Rain

Whenever you finish a long rest, you can perform a percussive ritual over the course of 10 minutes to change the weather. When you finish, an unnatural storm with a 1-mile radius rolls in and follows you, gently raining and occasionally f lashing with lightning. When you reduce a creature to 0 hit points while outside, you can use your reaction to call down a bolt of lightning to strike the downed creature. You gain resistance to lightning and thunder damage for 1 minute, and each creature that you choose within a 10-foot radius of the strike must make a Constitution saving throw against your warlock spell save DC. If they fail, they take thunder damage equal to your warlock level and are deafened for 1 minute. Once you summon lightning this way, you can’t do so again until you finish a short or long rest.

Windswept Defense

Whenever a hostile creature damages you with an attack or spell, you can take the Dash action as a bonus action once before the end of your next turn.

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