Storm Avatar (5e Spell)
9th-level Transmutation | |
Casting time: | 1 bonus action |
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Range: | Self |
Components: | V, S, M (a platinum rod worth 1,000 gp) |
Duration: | Concentration, up to 10 minutes |
You transform into a living embodiment of the storm, your body crackling with immense electrical energy. While in this form, you gain the following benefits:
Electrified Form: You gain resistance to lightning and thunder damage. Any creature that touches you or hits you with a melee attack takes 4d10 lightning damage.
Enhanced Speed: Your movement speed increases by 30 feet. You can also move across liquids as if they were solid ground.
Storm Strike: Your melee weapon attacks deal an additional 6d10 lightning damage on a hit. When you make a melee weapon attack, you can choose to make a Storm Strike instead. If you do, the attack deals an extra 6d10 lightning damage, and all creatures within 10 feet of the target must make a Dexterity saving throw or take half the lightning damage.
Chain Lightning Dash: As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. When you reappear, a burst of lightning arcs from you. Each creature within 10 feet of you must make a Dexterity saving throw, taking 8d10 lightning damage on a failed save, or half as much damage on a successful one.
Electric Reflexes: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. Additionally, you can use your reaction to halve the damage of an attack made against you.
Thunderous Roar: Once per turn, as an action, you can emit a thunderous roar in a 60-foot radius. Each creature in the area must make a Constitution saving throw or be stunned until the end of your next turn. Creatures that succeed on the saving throw take 4d10 thunder damage and are not stunned.
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