Base Class: Rogue
You sense a strong connection to the elemental air from which storms are formed. This rare connection enables you to move in the air like a breeze and generate small arcs of lightning as well as harvesting the power of winds. Storm runners excel in terrains where there are a lot of elevation differences to ascend and descend from higher altitudes.
Tempest Affinty
When you choose this archetype at 3rd level, you learn to utilize a small part of the power of storms. You learn the Gust cantrip and the Zephyr Strike spell, which you can cast once per long rest without expending a spell slot. Your spell casting ability for these spells is Intelligence, Wisdom or Charisma (you choose when you reach 3rd level).
Wind Burst
Starting at 3rd level, your connection to the storm enables you to create small gusts of winds to propel your jumps. Once per turn, you can jump up to 5 feet instead of using the standard calculation for jump distance. This increases to 10 feet at 7th level, 15 feet at 13th level and 20 feet at 17th level.
Charged Strike
At 3rd level, your speed ionizes the air around you which you can channel into your attacks to hit nearby enemies with residual lightning. You gain a new way to use your sneak attack, you don’t need advantage to use sneak attack if you are within 5 feet of your target and you have used dash as your cunning action on this turn. All the other rules for sneak attack still apply to you. When you use your sneak attack in this way, you can change the extra damage to lightning damage, if you do so, you can also inflict half of your sneak attack damage to a number of creatures up to half of your proficiency bonus within 10 feet of the initial target.
Airborne Agility
Starting at 9th level, you feel much more at ease off the ground, while airborne, you gain the following benefits.
- Your movement doesn’t trigger attacks of opportunity
- You have advantage on acrobatics checks and dexterity saving throws
- You can use a reaction to lower your falling speed to 10 feet per round until the end of your next turn and negate fall damage for this duration
Hurricane Speed
At 13th level, you move like the wind. Your speed increases by 10 feet. You can share this speed increase with a number of creatures equal to your proficiency bonus for 1 hour. Once you do this, you can’t do so until you finish a short or long rest. Also, now, when you use your charged strike feature, you can change the damage type to thunder damage.
Storm Draft
Starting at 17th level, you have mastered the use of stormy winds to create a silent down draft that lifts you up. You gain a hover speed equal to your walking speed that can’t be used to go more than 10 feet above ground. While hovering in this way, you can use your Charged Strike feature even if you haven’t dashed on this turn and the secondary targets can be within 30 feet of the initial target. You also gain the benefits of your Airborne Agility feature but you can still jump as per your Wind Burst feature. If you jump over your hovering limit, you will stop hovering until there is ground at least 10 feet below you.
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