School of Meteorology

by dArtagnan

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School of Meteorology

Your focus is weather. Foreseeing it, mitigating it, and eventually controlling it. Your magic, while primarily focusing on the transmutation school, also dabbles in those of evocation and conjuration.

Some meteorologists use their talents to help those who need stable weather, sailors predominantly; others... well, what maniacal laughter is worth its salt without a storm in the backdrop?

School of Meteorology Features
Wizard Level Feature
2nd Cycle Savant, Weather Expert
6th Calm in the Storm (30 ft.)
10th Frightful Storms, Calm in the Storm (60 ft.)
14th Eye of the Storm, Calm in the Storm (120 ft.)

Cycle Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell from the Meteormancy list at the end of this tradition into your spellbook is halved.

Weather Expert

Starting at 2nd level when you select this school, you add your proficiency bonus to all ability checks in regards to the weather, and double your proficiency bonus to checks specifically to predict the weather.

Calm in the Storm

At 6th level, you gain the ability to still the weather around you.

As an action, you can cause all nonmagical weather effects within 30 feet of you to cease or fade. This area of calm can exist for a number of hours equal to your wizard level.

These hours need not be consecutive but must be used in 1-hour increments. Once you have used all hours of this feature, you cannot use it again until you finish a long rest.

The range of this feature increases to 60 feet at 10th level, and 120 feet at 14th.

Frightful Storms

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any Meteormancy spell that you cast that deals cold, lightning, or thunder damage.

Eye of the Storm

Beginning at 14th level, your sovereignty of the local weather is absolute. If a Meteorology spell of fist level or higher is cast within the radius of your Calm in the Storm feature, you can use your reaction to attempt to take control of it.

You make an Intelligence ability check against a DC of 10 + the spell's level. On a success, you take over the spell, choosing its target within its original range from the caster.

Once you use this ability, you cannot use it again until you finish a long rest, unless you expend a spell slot of a level of the spell being stolen or higher.

Meteormancy

Cantrips (1 Level)
  • Druidcraft*
  • Frostbite
  • Gust
  • Ice Spike
  • Jolt
  • Shocking Grasp
  • Thunderclap
  • Thundering Palm
  • Water Lance*
  • Winter's Grip
1st Level
  • Create or Destroy Water*
  • Fog Cloud
  • Thunderwave
  • Waterwhip
2nd Level
  • Dust Devil
  • Freezing Ray
  • Gust of Wind
  • Lightning Lash
  • Skywrite
  • Warding Wind
3rd Level
  • Call Lightning*
  • Daylight*
  • Lightning Bolt
  • Melf's Minute Meteors
  • Sleet Storm
3rd Level
  • Storm Surge
  • Tidal Wave
  • Wind Wall*
4th Level
  • Control Water
  • Ice Storm
  • Storm Sphere
  • Storm Cage*
5th Level
  • Cone of Cold
  • Control Winds
  • Dawn
  • Maelstrom*
  • Rending Gale
6th Level
  • Chain Lightning
  • Investiture of Wind
7th Level
  • Whirlwind
8th Level
  • Control Weather
  • Sunburst
  • Tsunami*
9th Level
  • Meteor Swarm
  • Storm of Vengeance*






































*These spells are considered Wizard Spells for you.
‡These spells are added by d'Artagnan











Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.