Base Class: Ranger
Rangers whom walk this path seek not to become simply the master of the storm, but instead it's conduit. The power that they can wield is great, but always comes at a cost. Those whom walk this path are often marked by there wounds, and might even be regarded as masochistic, being the only adventures in the world whom actually want to get hit by there enemies. But for every wound they receive, they gain the opportunity to unleash the furry of the storm as an act of retribution. This is the way for those whom seek not safety, but strife.
Level 3: 3rd level: Storms Strife
Whenever you take damage and are not wearing armor you can call upon the power of the storm and enter your storm strife state until the end of your turn, granting you multiple benefits.
- In this state your attacks deal an extra 1D6 lightning damage.
- You get a +2 to your AC.
- If you take any lightning damage while in or entering Storm Strife, the next attack you make before the end of your turn deals an extra 1D8 lightning damage (this effect does not stack).
Level 3: 3rd level: Voice of the Storm
You can sense incoming weather and natural disasters. Whenever you finish a long rest you can learn the weather that shall transpire within a 20 mile radius over a number of days equal to your Wisdom modifier. You can predict the weather day by day and learn of any extreme conditions or natural disasters, such as thunder storms, hail storms, blizzards, earthquakes, tsunamis, volcanos, and the like. You can determine if the weather is being caused or shaped by magical effects, and can determine the goal of the effects (for example prevent it from raining, escalate a storm, cause an earthquake). You can not learn the source of any magical effects, but you can tell if it is in the 20 mile radius or not.
Level 7: 7th level: Rising Storm
When you enter your storm strife state you can use a reaction to launch yourself and your enemies into the air. Choose a number of creatures equal to your Wisdom modifier that are within 5ft of you must make a dexterity saving throw against your spell save DC or be lifted 15ft in the air and are suspended in the air until the end of your turn. A creature who succeeds on the saving throw remains on the ground unaffected. At most, a target creature can be one size class larger than you. While in the air, you have advantage on your first attack. At the end of your turn you are lowered to the ground safely. You can use Rising Storm a number of times equal to your proficiency bonus, you regain all uses after a long rest.
Level 7: 7th level: Lord of Lightning
You ignore enemies resistance to lightning damage, dealing full damage to resistant enemies instead. Additionally, You are also resistant to lightning damage while in your storm strife state.
Level 11: 11th level: Storm Step
If you suffer damage that reduces you to below half of your hit point maximum, you can use a reaction as part of your storm strife (either when you enter storm strife after taking the damage, or after taking the damage if you are already in storm strife form) to also use storm step. You can choose a location within 60ft of you that you can see and instantly teleport to that point. Either immediately before or after teleporting (your choice) you can force every creature within 10ft of you to make a dexterity saving throw, taking 4D6 lightning damage and 4D6 thunder damage on a failed save and half on a success. You can use this ability a number of times equal to your wisdom modifier, you regain all uses after a long rest.
Level 11: 11th level: Shielding Strife
The bonus to your AC by Storm Strife is increased to +4, and it gives you a +2 to all saving throws as well.
Level 15: 15th level: Master of the Storm
The extra damage inflicted by Storm Strife is increased to 1D8. Additionally, Storm Step now deals 5D8 lightning damage and 5D8 thunder damage on a failed save and half as much on a success. Lastly, when you use Rising Storm you can spend multiple uses at once to increase its power. You lift yourself and the targets a number of feet equal to 15 times the number of uses spent. For example, at level 15 you have a proficiency of +5, if you spend three uses of Rising Storm at once you would lift yourself and the targets 45 ft. You also increase the size class of the target with every use spent, so two uses at once lets you target a creature 2 size classes larger than you and three uses at once lets you target a creature 3 size classes larger than you. However, you may only negate up to 30ft of fall damage, regardless of how many uses you spend. If you rise over 30ft in the air, you take the normal fall damage for every 10ft feet your rise beyond that.
Previous Versions
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4/5/2026 11:31:26 PM
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