Ranger
Base Class: Ranger

From swirling blizzards to howling hurricanes and crackling lightning storms - nature's fury manifests in intense vortexes of destructive energy. The Stormchaser ranger lives for such maelstroms, prowling through the outskirts, chasing in the wake, basking in the calm energy at the epicenter. Some are agents of the Gods of Fury, opponents of the benign nature deities, some worship the primordial forces, but all revel in the thrill, adrenaline and the sense of being alive as they ride the storms.

Stormchaser Bonus Spells:

3rd    -    Thunderous Smite

5th    -    Spiritual Weapon

9th    -    Lightning Bolt

13th -    Ice Storm

17th -    Destructive Wave

Hurling Destruction

During a short or long rest, the Stormchaser can perform a ritual to imbue a weapon having the thrown property with elemental damage, imbuing no more than two such weapons at a time. Attempting to imbue a third weapon will cause one of the two existing weapons to lose its properties.The weapon loses its elemental properties if it is out of the Stormchaser's possession for more than a minute, if the Stormchaser dies, or if another weapon is imbued as described above. 

The Stormchaser can choose from cold, lightning or thunder damage when the weapon is imbued, adding 1d4 of the chosen damage type to every hit with that weapon. Additionally, as a bonus action the Stormchaser can recall one of the imbued weapons to an open hand, dealing elemental damage equal to the Stormchaser's proficiency bonus to every creature along the shortest path from the weapon to the Stormchaser. A successful Dexterity save versus the ranger's spellcasting DC negates the elemental damage from recalling the weapon. 

Riding the Storm

At 7th level, you have learned to reverse the process of summoning your imbued weapon to your hand, instead transporting yourself to your weapon. When one of your hands is free and one of your imbued weapons is more than five feet away from you and an enemy hits you with a melee attack, as a reaction you can teleport yourself to an unoccupied space adjacent to the imbued weapon, negating the melee attack. Any creature along the shortest route between your point of origin and destination takes elemental damage equal to your proficiency modifier, of the energy type of your imbued weapon. A successful dexterity save against your spellcasting DC negates the elemental damage. You can use this ability a number of times equal to your Wisdom modifier per short rest. 

Focused Energy

At 11th level, you have come to favor a specific type of storm energy, lessening its effect on you, but amplifying its danger to others. Choose from cold, lightning and thunder. You gain resistance to this energy type, and your imbued weapons deal an additional 1d8 damage of this type on a hit. You can choose to change this energy type any time you increase in level as a ranger. 

Your imbued weapons can still be imbued to deal 1d4 damage of the other two elemental types, in addition to your focused energy type, and your Hurling Destruction and Riding the Storm abilities deal proficiency modifier of both types of elemental damage when used. A single Dexterity saving throw negates the elemental damage for each creature along the route from recalling the weapon or teleporting to it. 

Storm Avatar

Energies of the storm fuel you, coursing through your body and inuring you against further harm. At 15th level, as a reaction to taking cold, lightning or thunder damage, you can become resistant to that damage type for 1 minute, or immune to that damage if you are already resistant. You can use this ability once per long rest for each type of elemental damage. 

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