School of Meteorology

The mercantile wizarding schools of the free cities teach of the controlling magic over the weather, that of arcane Meteorology. These wizards understand keenly, the effects of manipulation of the Weave on the world around them, making them fearsome warriors on the battlefield as they turn the elements against their foes, to devestating effects. Mixing transmutation and divination magic to guide their ships, they are vastly capable navigators too.

Wards of Travel

Beginning at 2nd level, you gain proficiency with Navigator's tools. As well as this, so used to the ever-present dangers of losing your spellbook at sea, you have warded it with magic. As an action, you can summon your spellbook to you, and it is resistant to extreme weather conditions.

Distorted Weather

From 2nd level, you can begin to affect the weave of magic to redirect the weather to your will. As an action, you can change the weather around you at the DMs digression, within a radius of 120 feet of you for the next hour. You can end this effect as a bonus action and once you have used this feature, you must finish a short or long rest before you can use it again. Choose one of the following effects:

You can calm the weather. Storms will lessen, winds will calm, rains will end. Creatures have advantage on wisdom (Perception) checks in the area.

You can exacerbate the weather. Storms will strengthen, winds will become stronger, rains will lash down even more. Creatures have disadvantage on wisdom (Perception) checks in the area.

You can change the direction of the wind. This effect requires Concentration, as if you were concentrating on a spell.

You can change the temperature from one extreme to a lesser one, or normal temperatures to more extreme ones. Creatures who spend one hour in extreme conditions suffer a level of exhaustion.

Additionally, you also learn the gust cantrip if you did not already know it. If you move a creature or object with this spell, they are moved an additional 5 feet.

Storm Mage

Starting at 6th level, you learn Call Lightning and you treat it as a wizard spell. You always have it prepared. The range of your Distorted Weather feature increases to 360 feet.

Additionally, you can breathe underwater and gain a swimming speed of 30 feet.

Wrath of the Tempest

Beginning at 10th level, you can project the destructive energies of the skies towards your foes. Whenever you hit a target with a spell that deals cold, lightning or thunder damage, they must make a Strength saving throw against your Wizard spell save DC or have their movement speed halved until the end of their next turn.

Eye of the Storm

By 14th level, you have learned to exert your control over the weather in a huge area. The range of your Distorted Weather feature increases to 1 mile. When you use this feature, all enemies that can see you can within range, must make a Wisdom saving throw against your Wizard spell save DC. On a failure, they become frightened of you for the next minute, and must spend their turns moving away from you as fast as they can. On a success, nothing happens.

Art Credit: Daniel Ljunggren, 'Sea Gate Oracle'

Homebrew by: Woolfen1