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## 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. #### Tempest Warrior 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. 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 without 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.
#### Storm Caller At 11th level, you learn to call the wrath of the storm down upon your enemies. You can use a bonus action to call down a bolt of lightning on a creature that you damaged this turn. The creature must make a Dexterity saving throw vs your Spell save DC or take 3d6 lightning damage. #### Ride the Winds Also at 11th level, the winds are always by your side supporting you when you need them most. You gain resistance to fall damage. #### Wandering Gale At 15th level, the winds surrounding you make you nearly impossible to catch or pin down for long. You can move up to half your speed as a reaction after an enemy hits or misses you with an attack. This movement doesn't provoke opportunity attacks. Additionally, you have advantage on ability checks to end the grappled or restrained conditions.
> * Created by u/xpertranger > * This is **final version** of the *Storm Tamer* Ranger Subclass > * Artwork by: [Bryan Syme](https://bryansyme.deviantart.com/)