Storm Tamer

Storm Tamers embrace the Storm that is constantly brewing in their souls, allowing the wild winds and lightning to come forth. These folk find a home in the danger and uncertainty of chaotic weather that frighten others away. Storm Tamers are often thrill seekers, finding comfort in building conflicts as if it were the calm before the storm.

Storm Tamer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Storm Tamer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Storm Tamer Spells

Ranger Level Spell 3rd Zephyr Strike 5th Gust of Wind 9th Thunder Step 13th Freedom of Movement 17th Control Winds

Weather Sense

At 3rd level, your connection to the weather alerts you to subtle changes in the atmosphere. You can spend one minute concentrating to accurately predict any non-magical changes to the weather for the next 8 hours within a 1 mile radius of yourself.

Gathering Storm

At level 3, you learn to draw energy from the atmosphere to empower your attacks. You gain two new attack options that you can use with the Attack action.

Lightning Shot. You fire a lightning bolt from a ranged weapon at a creature. All creatures in a line 60 feet long and 5 feet wide originating from you and extending towards your initial target must make a Dexterity saving throw against your Spell save DC or take 1d6 lightning damage.

Thunder Sweep. You sweep with a melee weapon sending a shockwave of thunder towards a target within reach of the weapon. The target and all creatures that are adjacent to the target, except yourself, must make a Constitution saving throw against your Spell save DC or take 1d6 thunder damage.

Attack and damage roll modifiers given by magical weapons are applied to the saving throw the initial target makes and damage rolls against the initial target respectively.

When you gain the Extra Attack feature, these special attacks can be used for any of the attacks you make as part of the Attack action.

Additionally, when you reach 11th level in this class you may add your Wisdom modifier to the damage of these attacks.

Unpredictable Weather

At 7th level, you learn to make your movements erratic and unpredictable, like a storm. Whenever you succeed on a Dexterity saving throw you may immediately move up to 10 feet, not provoking opportunity attacks. If this movement would put you in a position in which you wouldn't have been subjected to the original Dexterity saving throw, you suffer no damage or effects from the effect that caused the saving throw.

Ride the Winds

At 11th level, the winds are constantly at your side, granting you movement that was previously impossible. Whenever you are hit with an opportunity attack your movement does not provoke opportunity attacks until the start of your next turn. Additionally, your speed, jump height, and jump distance all increase by 10 feet and whenever you take falling damage, it is reduced by half. At 15th level your speed increases by an additional 5 feet.

Discharge

At 15th level, you learn to momentarily manifest a storm in your vicinity, battering away attacks targeted at you. As a reaction when you are hit with an attack you may add +4 to your AC until the start of your next turn. Any creatures within 30 feet of you that miss you with a weapon attack while this is active take thunder or lightning damage (your choice) equal to 1d6 + your Wisdom modifier as lightning and thunder lash out at the attacker.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.