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 accurately predict any non-magical changes to the weather for the next 4 hours within a 1 mile radius of yourself.

Call the Storm At level 3, you learn to draw energy from the atmosphere to empower your attacks. Your weapon attacks deal an extra 1d6 lightning or thunder damage (your choice). A creature that has already taken damage from this feature this turn takes an extra 1d4 lightning or thunder damage (your choice) instead. When you reach 11th level in this class, the extra damage increases to 2d6.

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 take no damage from the effect that caused the saving throw.

Ride the Winds At 11th level, you learn to tame the winds, commanding them to come to your aid for a brief burst of movement. As a bonus action you gain the following benefits until the end of your turn: your jump height and distance are tripled, you don’t take fall damage, your movement doesn't provoke opportunity attacks, and you gain extra movement equal to double your speed, after applying any modifiers. You must complete a short or long rest before using this feature again.

Feather Step Also at 11th level, you gain resistance to falling damage.