Tempest (5e Class)

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Tempest[edit]

Tempest are unending storms bringing with them the commands over the weather and storms, bending water, air, and lightning to the whims as they rely on their innate connection to the domain of storm. Summoning forth torrents of water from seemingly nowhere even in the deserts, hazardous gales from windlass valleys, and turning an unending drought to a monsoon. Tempest are usually born from gods and goddesses in storm domain mingling with mortals or immensely powerful beings with the ability to manipulate the elements of the heavens such as storm lords or dragons. Tempest can also be made through painstaking rituals or with a profound connection to the storms and a teacher steeped in its control possessing the ability to pass along their knowledge and will over the forces.

Creating a Tempest[edit]

Quick Build

You can make a tempest quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Far Traveler background. Third, choose a rapier and shortsword, a dungeoneer’s pack, and 10 darts.

Class Features

As a Tempest you gain the following class features.

Hit Points

Hit Dice: 1d8 per Tempest level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tempest level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Charisma, Dexterity
Skills: Choose three from Acrobatics, Animal Handling, Deception, Insight, Nature, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial and a simple weapon or (b) any two martial weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts
  • If you are using starting wealth, you have 5d4 gp in funds.

Table: The Tempest

Level Proficiency
Bonus
Features Storm Points
1st +2 Unarmed Defense, Zephyr -
2nd +2 Living Storm 11 + Charisma modifier
3rd +2 Tempest Technique 19 + Charisma modifier
4th +2 Ability Score Improvement 27 + Charisma modifier
5th +3 Extra Attack 35 + Charisma modifier
6th +3 Tenacious Tempest 43 + Charisma modifier
7th +3 Zephyr’s Zealot, Prevailing Winds 51 + Charisma modifier
8th +3 Ability Score Improvement 59 + Charisma modifier
9th +4 67 + Charisma modifier
10th +4 Supercell 75 + Charisma modifier
11th +4 83 + Charisma modifier
12th +4 Ability Score Improvement 91 + Charisma modifier
13th +5 Storm’s Herald 99 + Charisma modifier
14th +5 107 + Charisma modifier
15th +5 115 + Charisma modifier
16th +5 Ability Score Improvement 123 + Charisma modifier
17th +6 131 + Charisma modifier
18th +6 Lightning Rod 139 + Charisma modifier
19th +6 Ability Score Improvement 147 + Charisma modifier
20th +6 155 + Charisma modifier

Unarmed Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.


Zephyr[edit]

Starting at 1st level, you begin to tap into the elements of the storm and begin to develop an understanding of manipulating them in their rawest forms in the following ways:

  • You learn the Shape Water cantrip. When casting the spell the area of which you can manipulate increases as you gain levels in this class to a 10-foot cube at 3rd level, a 15-foot cube at 8th level, a 20-foot cube at 12th level, a 25-foot cube at 15th level, and a 30-foot cube at 18th level.
  • You may target a creature within 10 feet of you with the Shove action blasting them with air. You may use your Charisma in place of Strength when shoving a creature this way, additionally this gust of wind pushes the target back an additional number of feet equal to your Charisma modifier x proficiency modifier.
  • You gain resistance to your choice of cold, lightning, or thunder damage. At 5th level you may choose another, and you may do so again gaining the final one at 10th level.


Living Storm[edit]

Beginning at 2nd level, you’ve begun to harness the raw energy of the storm and begun to feel the elements of water, wind, and lightning move under your control as you beckon them forth from nothing drawing on a source of energy present inside you. Your access to this energy is represented by a number of storm points or SP. Your tempest level determines the number of points you have, as shown in the Storm Points column of the Tempest table. You can spend these points to fuel various features and techniques gained through this class. You start knowing three such features: Fluid Form, Step of the Wind, and Weaved Weapon.

Whenever you spend SP, it is unavailable until you finish a long rest, at the end of which you draw all of your expended energy back into yourself drawing in power from your surroundings.

Some of your features and techniques require your target to make a saving throw to resist the feature's effects or an attack roll. The saving throw DC and attack roll is calculated as follows:


Save DC = 8 + your proficiency bonus + your Charisma modifier

Technique Attack modifier = your proficiency bonus + your Charisma modifier


• Fluid Form. You can spend 1 SP to take the Dodge action as a bonus action on your turn.


• Step of the Wind. You can spend 2 SP to take the Disengage and Dash actions as a bonus action on your turn, and your jump distance is doubled for the turn.


• Weaved Weapon. You can spend 4 SP as a bonus action to wrap the weapon you’re wielding in either ice, wind, or lightning. For up to 1 minute or until dismissed as a bonus action the target weapon deals an additional 1d6 damage. The damage type is cold if wrapped in ice, force if wrapped in wind, and lightning if wrapped in lightning. A weapon may only be wrapped in only one type of element, if used again the element surrounding the target weapon changes to the new element. This damage increases to 1d8 at 6th level, and 1d10 at 10th level.


Tempest Technique[edit]

At 3rd level, you’ve begun to explore your command over the elements composing a storm learning to properly wield and control them to the best of your abilities, growing stronger and stronger as your connection deepens. You exert this control in techniques each stemming from a branch of your domain from water, wind, and lightning detailed in a list at the end of the class description. These techniques are ranked as by their complexity and difficulty inspired by the intensity of the lighting you wield, ranging from red, yellow, green, blue, and violet rank techniques. When you take the Attack action on your turn you can replace one of your attacks with a technique, though you may not use more than one technique per turn unless stated otherwise. You know a number of Tempest Techniques equal to your level in this class + Wisdom modifier. Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique, which also must be of a level for which you meet the requirements.

Technique Rank Requirement
Red 3rd Level
Yellow 5th Level
Green 9th Level
Blue 13th Level
Violet 17th Level


Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Tenacious Tempest[edit]

At 6th level, your connection to the elements of the storm have begun to become rooted so deeply steeping your attacks in potent energy. Features and techniques granted by this class that deal damage count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, choose between Water Domain (cold), Wind Domain (force), or Lightning Domain (lightning). Damage that you deal using a technique from that domain as well as the damage type associated with it for your tempest features and techniques ignores resistance, and a creature with immunity is treated as having resistance. At 9th level you may choose another domain, and you may do so again gaining the final domain at 15th level.


Zephyr’s Zealot[edit]

Starting at 7th level, the influence of yourself on the elements has begun to manifest as your connection to the elements under your command begin to feel like an extension of yourself. You gain one of the following features and gain an additional one of your choice at 9th and 14th level:

  • You may cast Shape Water using the Zephyr feature as a bonus action, though it only effects half the area it normally would.
  • When you take the Attack action on your turn you can replace one of your attacks with a violent upward gale targeting a creature of size Large or smaller you can see within 30 feet of you. Make a Charisma check contested by the targets Strength or Dexterity check (the target chooses the ability to use). If you win the contest, you launch the target upwards a number of feet equal to your Charisma x 5.
  • As a reaction to using a Water Domain Tempest Technique that targets a creature/creatures or forces them to make a saving throw, you may spend 8 SP and force the selected creature(s) to make a Constitution save vs your Tempest Technique DC. On a failure, target creature(s) current movement speed is reduced by half its maximum for a number of rounds equal to your proficiency modifier as you slowly cover its body in a bitter frost. If a creature already under the effects of this feature fails again or has their movement speed reduced to zero, they are instead restrained for a number of rounds equal to your proficiency modifier. Effected creatures may make a Strength saving throw vs your Tempest Technique DC to break out of the ice encompassing them as an action on their turn.
  • As a reaction to using an Wind Domain Tempest Technique that targets a creature/creatures or forces them to make a saving throw, you may spend a number of SP up to your Charisma modifier and force the selected creature(s) to make a Strength saving throw vs your Tempest Technique DC. On a failure, target creatures are pushed a number of feet equal to the number of SP spent x 5 in a random direction as they’re assaulted by a harsh whirlwind kicked up. To determine the direction, roll a d8 and assign a direction to each die face. This movement is made before the movement of your technique.
  • As a reaction to using a Lightning Domain Tempest Technique that targets a creature/creatures or forces them to make a saving throw, you may spend 8 SP and force the selected creature(s) to make a Constitution save vs your Tempest Technique DC. On a failure, target creature(s) are stunned until the end of your next turn.
  • As a reaction to conjuring a creature from a Tempest Technique you may cast Armor of Agathys on it for 3 SP wrapping it in protective ice shield. You may upcast this spell instead paying 3 SP per each level past 1st. (Ex: 6 SP for 2nd level, 9 SP for 3rd level, …etc)
  • As a reaction to conjuring a creature from a Tempest Technique you may spend 8 SP to wreathe it in a constant violent gust. A creature who targets it with a ranged weapon attack roll does so with disadvantage. Additionally, a creature attacking with a melee weapon attack roll must make a Strength saving throw vs your Tempest Technique DC. On a failure, the creature is pushed backwards 10 feet or knocked prone (your choice).
  • As a reaction to conjuring a creature from a Tempest Technique you may spend 6 SP to cloak it in a surging energizing lighting. It deals additional lighting damage equal to your Charisma modifier whenever it attacks, and has advantage on saving throws. This cloak of lightning last for 1 hour.


Prevailing Winds[edit]

Also at 7th level, the winds which you call upon have truly begun to favor you granting you a permanent grace as well as the ability to call upon its own to save you. You gain a flying (hover) speed of 60 feet. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Supercell[edit]

At 10th level, your repeated drawing upon nature to invigorate you has become easier and easier with the passage of time allowing you to draw on it in times of concentration. You now regain half expended SP on a short rest. You must spend at least 30 minutes of the rest meditating to draw from your surroundings and regain SP.


Storm’s Herald[edit]

Beginning at 13th level, you finally begin to hold true to your namesake and can beckon the very heavens to cloud or pour as you please. As an action for 5 SP you take control of the weather within 2 miles of you, changing it into a storm of either rain, hail, or snow or from storm to clear skies, for a number of hours equal to your proficiency modifier. Additionally as a bonus action on your turn for 12 SP you may form a raging maelstrom of storms raining down harsh sleet with violent winds. The cluster of storms encompasses a 1 mile radius around you and moves with you. The storms hang as high above your head as possible going so far as to manifest atop the ceilings of rooms you inhabit in its radius, bringing along its sleet, wind, and various features. The storms last for 1 hour or until dismissed as a bonus action. You gain the following features while under the effects of maelstrom of storms:

  • As a reaction to using a Water Domain Tempest Technique that targets a creature or creatures you may spend SP equal to half its cost and target an additional creature. Additionally, as a reaction to using a Water Domain Tempest Technique you may spend 2 SP and double the range of the technique, or treat a technique that has a range of touch as if it has a range of 30 feet.
  • As a reaction to using a Wind Domain Tempest Technique that deals damage you may spend 2 SP and add your Wisdom modifier to the damage it deals as cold damage.
  • As a reaction to using a Lightning Domain Tempest Technique you may spend SP up to your proficiency modifier, adding a bonus to your Tempest Technique DC equal to half the SP spent.
  • As a bonus action on your turn you may spend 4 SP and select a point within 60 feet of you to send a bolt of lightning down from the storm to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one.
  • As a bonus action on your turn you may spend 4 SP and select a 40-foot radius within the storms to turn into a harsh blizzard with frosted ground. Until the start of your next turn the area is heavily obscured, exposed flames in the area are doused, and it’s considered difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
  • As a bonus action on your turn you may spend 4 SP and cast Wind Wall, lasting until the start of your next turn.


Lightning Rod[edit]

At 18th level, you’ve learned to channel the power of the tempest rages throughout your very veins flooding every bit of yourself emboldening you with the raw power by burning away at your life force. As a bonus action on your turn you may regain a number of SP equal to your Charisma + Wisdom, but must make a Constitution saving throw vs your Tempest Technique DC or take damage equal the result.


Tempest Techniques[edit]

Water Domain[edit]

Red-Rank[edit]

  • Beast Bash

Casting Time: 1 Action

Range: 45 feet

Duration: Instant

Cost: 4 SP

Description: You summon forth water in a shape of your choosing to ram into a creature you can see within range. Make a melee attack roll. On a success you deal 3d8 cold damage and forcing the target creature to make a Constitution saving throw. On a failed save, target creature’s movement speed is reduced by 10 feet for a number of rounds equal to your proficiency modifier.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and increase the damage by 1d8.


  • Cleansing Creek

Casting Time: 1 Action

Range: Touch

Duration: Instant

Cost: 7 SP

Description: You solidify pure water that floats above your hand. When cast, a willing creature within range can as a part of casting this technique drink the water. The target gains temporary hit points equal to your save DC and is healed of one of the following conditions: Blinded, Charmed, Deafened, or Poisoned.

At Higher Ranks: For each rank you cast this jutsu above Red-Rank, increase the cost of this jutsu by 3. If cast at Green-Rank, increase the number of conditions healed to 2. If cast at Violent-Rank, increase the number of conditions healed to 3.


  • Invigorating Spring

Casting Time: 1 Action

Range: Touch

Duration: Instant

Cost: 3 SP

Description: You summon a mass of spring water and impart positive aspects of life into it and begin to heal a creature you can touch with it. This dissolves the water being used into the healed creature, rapidly increasing its healing process. Roll 2d8, healing the target creature by the total.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the healing by 1d8.


  • Creeping Cloud

Casting Time: 1 Action

Range: Self (30-Foot-radius sphere)

Duration: Concentration, up to 1 minute

Cost: 5 SP

Description: You conjure a particles of water into a large cloud of fog. Creatures inside this cloud of fog cannot see more than 5 feet away from them, gaining disadvantage on Wisdom (Perception) checks to see and Attacks made while inside the cloud of fog that rely on sight. Creatures outside the fog also have disadvantage when attacking other creatures who are inside the fog. You are immune to the effects of this technique.


  • Swan Swift

Casting Time: 1 Bonus Action

Range: Self

Duration: Instant

Cost: 4 SP

Description: You manifest wings of water that flutter at your command. Until the end of your turn, you gain a 30-foot fly speed. At the end of this technique’s duration if you have not landed, your wings slow down bringing you gently down onto whatever surface may be directly below you.


  • Swift Swarm

Casting Time: 1 Action

Range: 60 Feet

Duration: Concentration, up to 1 minute

Cost: 5 SP

Description: You manifest a medium sized swarm of animals made of water that float through the air. When you cast this technique, you can make a melee attack roll against a creature within 5 feet of the swarm. On a hit, the target takes 2d6 cold damage + 2d6 piercing damage. As a bonus action on subsequent turns, you can command the swarm to move up to 30 feet and repeat the attack against a creature within 5 feet of it.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3. When this technique is cast at Green-Rank or higher, increase its cold damage by 1d6. When you cast this technique at Violent-Rank increase its piercing damage by 1d6.


  • Wielded Waves

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 1 Minute

Cost: 4 SP

Description: You manifest waves of water around both your hands then mold them in a shape of your choice. For the duration, as an action, you can make a melee attack roll. On a hit, you deal 3d8 cold damage and forcing the target to make a Strength saving throw. On a failure, target is grappled. You may only have two targets grappled at a time. A creature grappled by you this way takes 1d8 cold damage at the start of each of their turns as the waves crash into them.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the damage dealt by grappling by 1d8. If this technique is cast at Yellow-Rank or higher, increase the number of attacks you can make by one.


  • Frost Forge

Casting Time: 1 Action

Range: 10 feet

Duration: Instant

Cost: 4 SP

Description: You manifest a construct of ice in the shape of a weapon of your design and description. This weapon is then immediately used to make a melee weapon attack roll against a target creature within range. On a hit, you deal 3d6 cold damage and the target creature must make a Constitution saving throw. Constitution saving throw. On a failed save, target creature’s movement speed is reduced by 10 feet for a number of rounds equal to your proficiency modifier.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3. When you cast this technique at Green-Rank the number of attacks you make increases by +1. When you cast this technique at Violet-Rank the number of attacks you make increases by +2.


  • Sentinel Shield

Casting Time: 1 Bonus Action

Range: 30 feet

Duration: Concentration, up to 1 Minute.

Cost: 5 SP

Description: You mold together water and freeze it into a shield near a willing creature you can see within range to orbit and protect them. The target increases their AC by +1, and reduces incoming damage by 4.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3. If this technique is cast a Green-Rank, increase the AC bonus by +1 and the damage reduction by +2. If this technique Is cast at Violet-Rank, increase the AC bonus by +2 and the damage reduction by +6.


  • Geyser

Casting Time: 1 Action

Range: 30 Feet

Duration: Instant

Cost: 5 SP

Description: You create a surge of water that erupts upwards from under a creature that you can see within range. The target and all creatures within 5 feet of must make a Dexterity saving throw. On a failure, target creatures taking 3d8 cold damage and are pushed 5 feet away. On a successful save, target creatures take half damage and suffer no further effects. A creature can only be affected by this technique once per casting.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and increase the number of initial targets by one.


  • Purify Water

Casting Time: 1 action

Range: 10 feet

Duration: Instantaneous

Cost: 2 SP

Description: All nonmagical food and drink within a 10-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease as you pass water through it taking all filth and rot with it.


  • Willed Water Shield

Casting Time: 1 Reaction, when being targeted by an attack roll

Range: Self

Duration: Instant

Cost: 4 SP

Description: You create a floating wall of spiraling water, capable of pushing back creatures and blocking attacks. Increase your AC by +2 until the beginning of your next turn.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and increase the AC bonus by +1.


  • Frost Fling

Casting Time: 1 Action

Range: 60 Feet

Duration: Instant

Cost: 3 SP

Description: You generate multiple thrown weapons made of ice. Make a ranged weapon attack roll against a creature you can see within range, dealing 4d4 cold damage. If you score a critical hit with this technique the damage die become a d6 instead.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and increase the damage by 1d4.


  • Water Whip

Casting Time: 1 Action

Range: 30 Feet

Duration: Instant

Cost: 4 SP

Description: You create a long whip of water by molding water droplets together. Make a melee attack roll against a target in range. On hit, deal 2d6 cold damage, pull the target creature 10 feet closer, and the target creature must make a Constitution saving throw. Constitution saving throw. On a failed save, target creature’s movement speed is reduced by 10 feet for a number of rounds equal to your proficiency modifier.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3, increase the damage by 1d6, and increase the distance pulled by +10 feet.


  • Slush Rush

Casting Time: 1 Action

Range: Self (15-Foot Cone)

Duration: Instant

Cost: 5 SP

Description: You mold together a viscous mass of sleet and spray it out in a cone 15 feet in front of you icing over the ground. Each creature standing in the area of the technique, must make a Dexterity saving throw, falling prone on a failed save. A creature that enters or ends its turn on a space in the target area must also make the saving throw or fall prone. This mass of sleet remains for 1 minute.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and increase the size of the cone by 10 feet.


Yellow-Rank[edit]

  • Crushing Current

Casting Time: 1 Action

Range: Self

Duration: Concentration, Up to 1 Minute

Cost: 8 SP

Description: You manipulate the water under your command, hardening it until the waters density becomes unbearable. For the duration, when you would cast a technique from the Water Domain, the strength of the technique is modified based on your needs at the moment. Select one of the following effects when you cast the technique:

• Cold damage you deal with the technique is increased by an amount equal to your Proficiency Bonus. This bonus damage can only happen up to twice per turn.

  • Techniques have a bonus to hit equal to your Proficiency Bonus.
  • Creatures who would make a saving throw against a technique you cast must roll a 1d4 reducing their saving throw result.


  • Fish Bowl

Casting Time: 1 Action

Range: 45 Feet

Duration: Concentration, up to 1 minute

Cost: 8 SP

Description: You conjure a bubble filled with water and send it forth to encompass a creature’s head, within the bubble the creature is unable to breathe as water floods its lungs. Make a ranged attack roll against a creature within range. On a hit the creature begins to suffocate. While suffocating this way, its speed is halved and at the start of each of its turns its lungs are ransacked with water dealing 3d8 necrotic damage. At end of an affected creatures turn, they make Constitution saving throw. On a success, this technique ends on it. A creature who can breathe water or does not need to breathe air is unaffected by this technique.


  • Water Wild

Casting Time: 1 Action

Range: 60 feet

Duration: Concentration, Up to 1 Minute

Cost: 10 SP

Description: You manipulate the water under your command shaping it to life until you conjure forth two animals of your choice called water wilds. These conjured animals swim through the air under your command to attack using the following stat block below this description. You can command them as a bonus action on your turn. A creature can only be attacked by two water wilds per turn.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and the hit points of your Water Wilds by +10. If you cast this technique at Blue-Rank or higher, increase the number of Water Wilds you summon by +1. If you cast this technique a Violet-Rank or higher, increase the number of Water Wilds you summon by +1.

Water Wild[edit]

Medium Construct, unaligned

Armor Class
Tempest Technique save DC

Hit Points: 20

Speed 40 ft fly, 80 ft swim

STR 10 (+0) DEX 10 (+0) CON 10 (+0) INT 1 (-5) WIS 10 (+0) CHA 1 (-5)

Damage Immunities Cold, Psychic

Damage Resistance Fire

Condition Immunities Blinded, Charmed, Deafened, Frightened, Grappled, Poisoned, Prone, Restrained, Stunned, Exhaustion

Senses passive Perception 10

Backwash. When the Water Wild is reduced to 0 hit points, it explodes forcing all creatures within 10 feet to make a Dexterity saving throw. On a failure, target creatures take 5d6 cold damage and their movement speed is reduced by 10 feet for a number of rounds equal your proficiency modifier. You are immune to this feature.

ATTACKS

Multiattack. The Water Wild can attack 2 times with its Bite.

Bite. Melee Weapon Attack: Your Tempest Technique attack bonus to hit, reach 5 ft., one creature. Hit: 2d6 cold damage. On hit the target must make a Strength saving throw vs your Tempest Technique save DC. On a failure, target creature is grappled by this Water Wild. The Water Wild can only grapple one creature in this way at a time. A creature can attempt to repeat this save as an action on its turn, ending the grapple on a success.


  • Tide Enchantment

Casting Time: 1 bonus action

Range: Self (10-foot radius)

Duration: Concentration, up to 1 minute

Cost: 10 SP

Description: You manifest water that bubbles up around you and your allies weapons within range, coating them in an enchanted ever crashing wave. For the duration, select a number of weapons within range equal to your Charisma modifier. Chosen weapons deal an additional 2d4 cold damage twice per turn and the creature wielding it gains temporary hit points equal to half the cold damage dealt from this technique.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3. If this technique is cast at Blue-Rank or higher, increase the damage to 4d4.


  • Mist Form

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 1 minute

Cost: 9 SP

Description: You begin to turn your body into a collection of water vapor similar in consistency to mist along with everything your wearing and carrying for the duration. This technique ends if your hit points drop to 0. You cannot lose concentration of this technique as a result of failing a concentration check, or being incapacitated. While in this form, your only movement method is a flying speed of 20 feet. You can enter and occupy the space of another creature. You have resistance to all damage types, except thunder damage. Additionally you may make {{5a|str}, Dexterity, and Constitution saving throws using your Charisma modifier instead. You can pass through small holes, narrow openings, and even mere cracks, though you may treat liquids as though they were solid surfaces. You remain hovering in the air, even when stunned or otherwise incapacitated. To discern that you are not a common cloud of gas, mist or fog, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check opposed by your Charisma (Deception). While in this form of mist, You can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. You cannot attack or cast techniques while in this form.


  • Flash Flood

Casting Time: 1 Action

Range: Self (60-foot line or 30-foot cone)

Duration: Instant

Cost: 8 SP

Description: You manifest water into the air, that collects into a large wave that appears in front of you before it is propelled forward in a highly concussive wave. All creatures in a 5-foot wide, 60-foot-long line 30-foot cone originating from you must make a Strength saving throw. On a failure, a creature takes 3d8 cold damage, their movement speed is reduced by 10 feet for a number of rounds equal your proficiency modifier, and are pushed outside the edge of this technique’s range falling prone. On a success, a creature takes half damage and suffers no additional conditions.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and the damage by 1d8.


  • Hagwater Hex

Casting Time: 1 Action

Range: Touch

Duration: Concentration, Up to 1 minute

Cost: 11 SP

Description: You manifest cursed water around and attempt to bind it to a creature within range. Target creature makes a Wisdom saving throw. On a failure, the creature is branded with a seal of water which causes the following effects when the branded creature is hit by a certain damage type:

Fire Damage: Once per turn, they take additional fire damage equal to 2dX, where X is the triggering attack’s/effect’s damage die. The steam remains until the end of the target creatures next turn. The area the steam occupies is heavily obscured.

Lightning Damage: Once per turn, the creature has the water react to the lightning as the lightnings conductivity is multiplied and all adjacent creatures become targets for this super conduction. The branded creature takes additional lightning damage equal to 2dX, where X is the triggering attack’s/effect’s damage die. All creatures who are adjacent to the branded creature makes a Dexterity saving throw. On a failed save, affected creatures take half of the lightning damage dealt from this technique.

Cold Damage: Once per turn, the creature has the brand grow and spread around affecting creatures near them as the water is picked up and thrown around. The branded creature takes additional cold damage equal to 2dX, where X is the triggering attack’s/effect’s damage die. All creatures who are within 10 feet of the branded creature makes a Dexterity saving throw. On a failure, affected creatures become branded as well until the start of your next turn.


  • Wall of Water

Casting Time: 1 Action

Range: 60 Feet

Duration: Concentration, up to 1 minute

Cost: 10 SP

Description: You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick in any shape you want so long as each piece of wall is connected to another piece. The wall deforms and becomes a mass of water when this technique ends, filling each space it occupied with water. The wall’s space is difficult terrain if creatures attempt to pass through it. The water wall has an AC equal to your Tempest Technique save DC and a number of hit points equal to 6d6 + your Tempest Technique save DC, with resistance to bludgeoning, slashing, and fire damage and immunity to cold damage. Any ranged attack that strikes the wall or attempts to pass through the wall that doesn’t deal piercing damage is stopped by the wall dealing damage to it instead. Attacks/Effects that deal fire damage that would interact with or attempts to pass through the wall, first reduces its damage its number of damage die by half, then applies its damage to the water wall. This technique ends if the walls hit points are reduced to zero or you dismiss it as a bonus action.


  • Twin Stream

Casting Time: 1 Action

Range: 60 Feet

Duration: Instant

Cost: 7 SP

Description: You manifest two large pools of water and expel them rapidly towards one target or several. Make a ranged attack roll for each torrent. On a hit, the target takes 4d6 cold damage.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and increase the damage by 1d6.


  • Tidal Treasury

Casting Time: 1 Bonus Action

Range: Self

Duration: Concentration, up to 10 Minutes

Cost: 8 SP

Description: You conjure water into the shape of a weapon of your choice and design into your free hand. The weapon is up to 1 foot long and has the reach property. If you let go of the weapon disperses into water again. You can use your action to make a melee weapon attack roll with the weapon. On a hit, the target takes 4d10 + Charisma modifier cold damage.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3. If Cast at Blue-Rank, you can instead make two attacks with this technique as an action.


  • Water Sphere

Casting Time: 1 Action

Range: Touch

Duration: Concentration, up to 1 Hour.

Cost: 7 SP

Description: You create a dense spiraling bubble of water around a creature, capturing them inside and restraining movement and preventing them from making attacks or performing spells. Target creature makes a Dexterity saving throw. On a failed save, target creature is restrained and captured. The user must maintain contact with the sphere holding the captive inside, losing contact causes the technique to end immediately. The sphere has an AC equal to your Tempest Technique save DC and 20 hit points. The sphere intercepts all damage meant for the target, except psychic damage, has vulnerability to thunder damage, and once it reaches zero hit points, this technique immediately ends. At the end of each of their turns target creature makes a Strength saving throw. On a success save, the imprisoned creature forces their way out bursting the sphere. The sphere containing a creature can be moved as an Action on behalf of the caster, as they drag it with them as part of their movement.


  • Piercing Pressure

Casting Time: 1 Action

Range: 30 Feet

Duration: Instant

Cost: 9 SP

Description: You point and create a highly pressurized stream of water, capable of piercing through steel. Make a ranged attack roll. On hit deal 4d10 cold damage, dealing twice as much damage to constructs and structures.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and increase the damage by 1d10.


Green-Rank[edit]

  • Rolling Tide

Casting Time: 1 Action

Range: Self (60 Foot radius Sphere)

Duration: 1 Minute

Cost: 14 SP

Description: You summon a small ocean wave standing 30 feet tall to burst out from all directions around you covering a 60-foot radius centered on you crashing down on creatures in the area. A creature within this are makes a Strength saving throw. On a failure, affected creatures take 6d8 cold damage and are pushed 40 feet away. On a success, affected creatures take half as much damage and are pushed 15 feet away. You are immune to the effects of this technique.


  • Heavenly Ice Mirror of Reflection

Casting Time: 1 reaction, which you take when you are targeted by a spell, or would make a saving throw as a result of a spell

Range: Special

Duration: Instant

Cost: Special

Description: You manifest a series of mirrored pools coalesced together then frozen to reflect at your aid. When you cast this technique make a Charisma ability check. The DC equals 11 + the spell’s level. On a failure, your mirror shatters, ending this technique. On a success, you spend a number of SP casting this technique equal to your targets spell level + 6, your mirror reflects the spell cast at you back at the caster. A creature suffers the effects of the spell as if it had been cast on itself, except it uses your Charisma modifier as it’s spellcasting ability modifier.


  • Wild Whirlpool

Casting Time: 1 Action

Range: 60 Feet

Duration: Concentration, up to 1 minute.

Cost: 12 SP

Description: Manifest a 10 feet tall mass of churning water centered on a point you can see within range, which then begins to swirl in a 20-foot-radius whirlpool. Until the technique ends, the area is considered difficult terrain and any creature that starts its turn or ends it there must make a Strength saving throw. On a failure, affected creatures take 5d8 cold damage and are pulled 10 feet towards the center of the whirlpool. On a successful save, affected creatures take half as much damage. As a bonus action you can move the whirlpool 30 feet in any direction of your choice.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and increase the damage by 1d8.


  • Bogwater Blood Bitters

Casting Time: 1 bonus action

Range: 90 feet

Duration: Concentration, Up to 1 minute

Cost: 13 SP

Description: You manifest cursed waters in the shape of parasites which attempt to burrow and infect a creature you can see within range. Target creature makes a Wisdom saving throw. On a failure, target creature becomes infected and suffers the following effects:

  • For the duration, when the creature would take damage from a technique from the Water Domain, they take additional damage equal to your tempest level, once per turn.
  • Additionally, when a creature infected with this technique would make a Constitutionsaving throw they roll a 1d6, reducing their saving throw by the result.

At Higher Ranks: For each rank you cast this technique above Green-Rank increase the cost by 3 and the number of creatures you can infect by +1.


  • Ice-bite Isolation

Casting Time: 1 reaction, which you take when you would take damage.

Range: Self

Duration: Instant

Cost: 12 SP

Description: In response to incoming attacks you quickly encompass yourself in a protective bastion of ice. This bastion of ice protects you from incoming attacks taking the damage you would take instead until the beginning of your next turn. The structure has a number of hit points equal to 5d8 + Tempest Technique save DC, is resistant to fire damage, and vulnerable to bludgeoning damage. While the bastion has hit points, creatures who hit you with a melee attack within 10 feet take cold damage equal to Charisma modifier + Wisdom modifier. This effect does not trigger if the triggering damage type is bludgeoning.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and the number of hit-points by 1d8.


  • Bursting Bog-Beast

Casting Time: 1 bonus action

Range: 120 Feet

Duration: Concentration, up to 1 minute.

Cost: 12 SP

Description: As a bonus action on your turn, you mold together highly volatile water conjuring a large animal of your choice made of it. The Bog-Beast has an AC equal to your Tempest Technique save DC and has 35 hit points and has a walking, swimming, and flying speed of 40 feet. The beast can only be destroyed by an attack that hits, it ignores all other damage and effects. On your turn, you can mentally command the beast where to move (no action required by you.) You control the Bog-Beast and can direct it do any of the following actions:

Attack
As an action or bonus action on your turn, you can command the Bog-Beast to bite into a creature near it. Make a melee attack roll, on hit the target creature takes 4d12 cold damage and must make a Strength saving throw. On a failure, the creature is grappled. The beast can only grapple one creature at a time.
Impede
As a reaction to being targeted by an attack or action on your turn, the beast can make a creature within 10 feet of it to make a Wisdom saving throw. On a failed save, affected creature has disadvantage on their next attack.
Explode
As an action on your turn, the beast can explode creating a powerful outburst of water in a 15-foot radius centered on it. Creatures within the range of this technique make a Dexterity saving throw. On a failed save, affected creatures take 6d10 cold damage. On a successful save, affected creatures take half as much damage.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and increase the damage your beast deals by 1d12.


  • Crippling Crystal Bow

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes.

Cost: 14 SP

Description: You mold together a bow of water into a shape of your design and crystalize it into a mighty weapon (range 100/160), whose string when pulled generates arrows of ice crystals. As an action on your turn, you may make two ranged weapon attack rolls with the weapon. On hit, deal 3d12 cold damage and the target creature must make a Constitution saving throw. On a failed save, target creature’s movement speed is reduced by 20 feet for a number of rounds equal to your proficiency modifier. For the duration of this technique, if you drop the crystal bow it dissipates until summoned again to a free hand as a bonus action on your turn.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3. If you cast this technique at Violet-Rank, increase the damage of this technique by 1d12.


  • Twin Torrent

Casting Time: 1 Action

Range: 30 Feet

Duration: Instant

Cost: 11 SP

Description: You create a spiraling pool of water above two target creature you can see within range, affected creatures make a Dexteritysaving throw. On a failed save, affected creatures take 8d6 cold damage and are knocked prone. On a successful save, affected creatures take half as much damage.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and increase the damage by 1d6.


  • Frigid Frost

Casting Time: 1 reaction, which you take when a creature within 15 feet of you deals damage to you.

Range: Touch

Duration: Instant

Cost: 13 SP

Description: The forces under your control are drawn to you as you carry their favor, going so far to protect you in times of need sending forth a chilling blast of frost at creature who damaged you. The triggering creature makes a Dexterity saving throw. On a failure, target creature takes 6d10 cold damage and its speed is reduced by 15 feet until the end of your next turn. On a successful save, the target creature takes half as much damage.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and increase the damage by 1d10.


Blue-Rank[edit]

  • Bitting Bitter Blizzard

Casting Time: 1 Action

Range: Self (15-foot-Radius)

Duration: Concentration, up to 1 minute

Cost: 20 SP

Description: You manifest forth a sudden frostbiting blizzard in a 15-foot radius centered on you, this blizzard moves with you. This area is treated as difficult terrain. When a creature enters the blizzard for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 8d8 cold damage and its speed is reduced by 15 feet for a number of rounds equal to your proficiency modifier. On a successful save, a creature takes half as much damage. You and a number of target creatures equal to your Wisdom modifier are immune to the effects of this technique.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3 and increase the damage by 1d8.


  • Hemorrhaging Hail Storm

Range: 120 feet (60-foot radius)

Duration: Concentration, up to 1 minute

Cost: 19 SP

Description: You call upon the aid of the elements in your command to brew a terrible hail storm directly above a point you can see within 120 feet of you. It begins to grow and form until it fills a 90-foot radius. The technique fails if you can’t see a point in the air where the hail storm could appear (for example, if you are in a room that can’t accommodate the storm cloud), except if within the area of the Storm Herald feature. When you cast this technique, choose a point you can see within range. A volley of hail as sharp as blades rains down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 4d6 cold damage + 4d6 piercing damage on a failed save, or half as much damage on a successful one. On each of your turns until the technique ends, you can use your action to call down hail in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions or while the Storm Herald feature is active when you cast this technique, the technique gives you control over the existing storm instead of creating a new one. Under such conditions, the technique’s damage increases by 1d6 for each damage type.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3 and increase the damage by 1d6 for each damage type.


  • Terror of the Deep

Casting Time: 1 Action

Range: 60 feet

Duration: Concentration, Up to 1 minute

Cost: 20 SP

Description: You manifest and manipulate a gigantic amount of water around you until it takes the shape of 8 massive monster heads or limbs of your description. These heads/limbs remain around you until the end of the technique’s duration. You control the heads/limbs and can direct them to do any of the following actions:

Attack
As an action, or bonus action on your turn you may command a single head/limb to attack a creature you can see within range. Make a ranged attack roll ignoring half and three-quarters cover as the head/limb bend and wrap around any corner. On a hit, target creature takes 4d8 cold damage and must make a Strength saving throw. On a failed save, target creature is grappled by the head/limb. A creature grappled by a head/limb at the start of its turn makes a Strength check against your save DC. On a success, it frees itself.
Protect
As a bonus action or reaction to being hit by an attack roll, you can command a single head/limb to protect you taking the brunt of the blow. The head/limb solidifies itself into solid ice around you granting you a number of temporary hit points equal to your Charisma modifier x Wisdom modifier. When you do so you reduce the number of heads/limbs you have by one.
Safeguard
As a reaction to an effect that would force you to make a Strength, Dexterity, or Constitution saving throw, you can command three heads/limbs to encircle and solidify itself into a solid wall of ice around you to completely protect you. You are immune to the effects pf the triggering effect until the end of the current turn. When you do so you reduce the number of heads/limbs you have by 3.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3, the number of heads/limbs by +1.


  • Colossal Creature Current

Casting Time: 1 Action

Range: Self (120 feet line)

Duration: Instant

Cost: 20 SP

Description: You manifest and manipulate water collecting and molding it until you form a single gargantuan animal or monster of your choice. You then launch it forward devastating everything in a 120 feet long and 15 feet wide line in a direction of your choosing. Each creature in the line must make a Dexterity saving throw. A creature takes 10d8 cold damage and its speed is reduced by 20 feet for a number of rounds equal to your proficiency modifier on a failed save, or half as much damage on a successful one.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3 and the damage by 2d8.


  • Atlantis Arsenal

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, Up to 1 Minute

Cost: 20 SP

Description: You manifest and mold a weapon of your choice and design made of ice and wreathed in constant rapid churning water. The weapon is up to 5 feet long, has a reach of 10 feet, and scores a critical hit on a roll of 18-20. As an action, for the duration, you make up to two melee weapon attacks with this weapon. On a hit, a target creature takes 6d6 cold damage and makes a Constitution saving throw. On a failed save, a creature makes weapon attacks with disadvantage until the start of your next turn.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3 and the damage by 1d6.


  • Ice Water Dragon

Casting Time: 1 Action

Range: 60 Feet

Duration: Instant

Cost: 20 SP

Description: You manifest a massive amount of water freezing and molding together the form of a large dragon with your water flowing through it flying through the air. The dragon rapidly descends down upon a creature within range attempting to ram its target. Make a ranged attack roll. On a hit, target creature takes 8d6 + 30 cold damage, is knocked prone, and restrained.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3 and increase the damage by 1d6.


  • Ice Dome Defense

Casting Time: 1 reaction, which you take when you or a creature within range takes damage.

Range: 30 feet (5-foot radius sphere)

Duration: Instant

Cost: 18 SP

Description: When you or a creature within 30 feet of you takes damage, you manifest a massive dome of ice around the target pushing any other creatures within the radius back. The dome has a number of hit points equal to 8d6 + save DC and last until the beginning of target creature’s next turn.


  • Blasting Blizzard

Casting Time: 1 Action

Range: Self (60-foot cone)

Duration: Instant

Cost: 19 Chakra

Description: You unleash a sudden harsh brutal blizzard effecting all creatures within a 60-foot-cone originating from yourself. Effected creatures must make a Dexterity saving throw. A creature takes 8d10 cold damage and its speed is reduced by 20 feet for a number of rounds equal to your proficiency modifier on a failed save, or half as much damage on a successful one. You and a number of creatures equal to your Charisma modifier are immune to this technique’s effect.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3 and increase the damage by 1d10.


Violent Rank[edit]

  • Barrier of Waves

Casting Time: 1 action

Range: 120 feet

Duration: 1 Minute

Cost: 28 SP

Description: You weave together a highly intricate mix of rapid crashing waves in multiple directions spiraling around into a barrier of impenetrable water. You can form it into a hemispherical dome or a sphere with a radius of up to 30 feet. This barrier has a number of hit points equal to 14d6 + save DC, with resistance to bludgeoning, slashing and fire damage and immunity to cold damage. Effects that deals fire damage that would interact with or attempts to pass through the wall, first reduces its damage die by half, then applies its damage to the barrier. The barrier intercepts all attacks and effects that would pass through its space for the duration or until it reaches zero hit points. If a creature within 10 feet causes damage to the barrier they take 4d8 cold damage as the barrier lets loose one of it’s waves. Creatures cannot enter or exit through this barrier unless you will it as a reaction, additionally creatures cannot see inside the barrier from the outside but creatures inside can see outside of the barrier as its intricate waves allow vision as you please.


  • Vanquishing Vortex

Casting Time: 1 Action

Range: Self (60-foot line)

Duration: Instant

Cost: 35 SP

Description: You manifest and spin a colossal amount of water forming in front of you a massive 20-foot tall, 15-foot wide vortex. You fire this highly destructive vortex of water in line up to 60 feet from you in a direction you choose. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 12d10 cold, is knocked prone, and lands in a spot of your choice within 60 feet of you if it’s size Huge or smaller. On a successful save, a creature takes half as much damage.


  • Cerulean Captivity

Casting Time: 1 Action

Range: 60-foot radius Sphere

Duration: Concentration, up to 10 minutes

Cost: 30 SP

Description: You’ve fully mastered the control over the seas manifesting a small ocean under your control in the shape of a massive sphere extending up to a 60-foot radius. You control the appearance and the environment of the small ocean created this way. The area inside the sphere is treated as being underwater. Each creature in the radius must make a Strength saving throw. On a failed save, affected creatures are captured inside the sphere unable to escape, additionally you may pull them 15 feet in a direction of your choice inside the sphere. On a successful save, can attempt to escape the sphere provided they have enough movement. As a bonus action on your turn you may command the sphere to move up to 30 feet. You and a number of creatures equal to your Charisma modifier can escape the sphere whenever you please, as well as breathe and make attacks as normal.


  • Bitter Blizzard

Casting Time: 1 Action

Range: Self (40-foot radius)

Duration: Concentration, up to 1 minute

Cost: 30 SP

Description: You create intense storm clouds directly above you 100 feet or to the ceiling if indoors that spreads outwards covering a radius up to 40 feet. The clouds begin to pour down a debilitating harsh and heavy snow which hinders those you deem enemies. These clouds move with you and stay centered on you. For the duration while in the effected area, at the start of a creature’s they must make a Constitution saving throw. On a failure, target creature makes attacks and saving throws with disadvantage until the start of their next turn. You and a number of creatures equal to your Charisma modifier are immune to this technique’s effects.


  • Brumal Beast

Casting Time: 1 Action

Range: 90 feet

Duration: Concentration, Up to 1 hour

Cost: 45 SP

Description: You conjure a huge construct made of ice carrying the spirit of your will forming an animal or monster of your description. It rolls initiative as it has its own turns, using your Charisma modifier + proficiency bonus as its initiative. The construct uses the following stat block:

Brumal Beast[edit]

Huge Construct, unaligned

Armor Class
17 + Wisdom modifier

Hit Points: 120

Speed 60ft, 120 ft swim

STR 23 (+6) DEX 16 (+3) CON 28 (+9) INT 1 (-5) WIS 10 (+0) CHA 1 (-5)

Damage Immunities Cold, Poison, Psychic

Damage Resistance Bludgeoning, Piercing, Slashing, Fire

Condition Immunities Charmed, Frightened, Poisoned, Stunned, Exhaustion


Senses Darkvision 60 ft., passive Perception 10

Immutable Form. The beast is immune to any spell or effect that would alter its form.

Frostbite The beast’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

ATTACKS

Multiattack. The beast can attack 3 times. Twice with its claws and once with its bite.

Bite. Melee Weapon Attack: Your Tempest Technique to hit, reach 10 ft., one creature. Hit: 6d6 + 6 Cold damage. A creature hit by this attack must make a Strength saving throw vs your Tempest Technique save DC. On a failed save they are grappled. Until this grapple ends, the target is restrained and the beast cannot bite another target.

Claw. Melee Weapon Attack: Your Tempest Technique to hit, reach 10 ft., one creature. Hit: 3d8 + 6 Cold damage. A creature hit by this attack must make a Constitution saving throw vs your Tempest Technique save DC. On a failed save, target creature’s movement speed is reduced by 10 feet for a number of rounds equal to your proficiency modifier.

Swallow. The beast makes one bite attack against a Large or Smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is restrained but is fully visible in the belly of the beast, although it cannot be the target of any spell or effect. While inside the beast it begins to drown unless it doesn’t need air to breathe. A drowning creature can survive for a number of rounds equal to their Constitution modifier (Min 1) before falling unconscious as a result of drowning. If an unconscious creature remains drowning, at the beginning of the unconscious creatures turn, they take cold damage equal to 6d6 + 9. A creature may make a Strength check as an action on its turn, breaking free through the mouth of the beast on a success.

Torrent Bellow (Recharge 5-6): The beast exhales a massive amount of water from its gut in a 60-foot line or a 30-foot cone. Each creature in the line must make a Dexterity saving throw vs your Tempest Technique save DC. A creature takes 8d8 cold damage and its speed is reduced by 20 feet for a number of rounds equal to your proficiency modifier on a failed save, but or half as much damage on a successful one.


  • Water’s Wrath

Casting Time: 1 Action

Range: Self (60 feet)

Duration: Concentration, up to 10 minutes

Cost: 32 SP

Description: You begin to feel the presence of all the water under your control channeling it through you and manipulating it as freely as you breathe. For the duration you can control all that water as if it was an extension of your body gaining the following additional actions you can use on your turn:

Water Drill: As an action on your turn, you can make a ranged attack all against a creature you can see within range dealing 6d12 cold damage as water surround and collapses over them.

Ice Armor: As a reaction to being hit with an attack you coat your body in a thick layer of ice to lessen the impact. You gain 20 temporary hit points until the beginning of your next turn.

Flash Freeze: As an action on your turn, you can have the surrounding water form and freeze around a creature within range to capture it. The target must make a Strength saving throw being restrained and incapacitated on a failed save. At the start of their turns affecting creatures may make a Strength saving throw to end this effect on them.

Wind Domain[edit]

Red-Rank[edit]

  • Air Assault

Casting Time: 1 Action

Range: 60-feet

Duration: Instant

Cost: 5 SP

Description: You create a number of small spheres of compressed air before launching it at a target creature or creatures that you can see within range. You can direct the spheres at the same target or different ones. Make two ranged attack rolls, dealing 1d8 + Charisma force damage on hit.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the number of attacks by +1.


  • Mistral Mirage

Casting Time: 1 reaction, which you take when a creature rolls to attack you.

Range: Self

Duration: 1 Round

Cost: 4 SP

Description: The winds under your command dance and wind into a mirage of yourself distorting the image of you. For the duration, until the beginning of your next turn, creatures have disadvantage on attack rolls against you. A creature is immune to this technique if it doesn't rely on sight or can see through illusions.


  • Buster Current

Casting Time: 1 Action

Range: 60 Feet

Duration: Instant

Cost: 4 SP

Description: You create a strong current of extremely strong wind strong enough to cut stone. Make a ranged attack roll. On a hit, target creature takes 4d4 slashing damage and must make a Strength saving throw. On a failed save, target creature is pushed backwards 20 feet.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the damage by 1d4.


  • Counter Current

Casting Time: 1 reaction, which you take when a creature targets you with an attack within range.

Range: 20 feet

Duration: Instant

Cost: 3 SP

Description: You create a blast of super dense air at the triggering creature. Target creature makes a Strength saving throw being flung 20 feet in a direction of your choice, on a failed save.


  • Dust Cloud

Casting Time: 1 Action

Range: Self (15-foot cone)

Duration: Instant

Cost: 4 SP

Description: You generate a strong wind kicking up a cloud of dust, dirt, and other loose debris in the target radius. Creatures inside the radius must make a Wisdom saving throw. On a failed save, affected creatures are blinded until the end of their next turn.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the size of the cone by 10 feet.


  • Feather Fall

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls.

Range: 60 feet

Duration: 1 Minute

Cost: 4 SP

Description: Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.


  • Gale Grasp

Casting Time: 1 Action

Range: 5 feet

Duration: Instant

Cost: 4 SP

Description: You manifest a powerful gale around you and force it forward in an explosive gust. Make a melee attack roll on a target creature within range. On a hit, target creature take 3d6 force damage and must make a Strength saving throw. On a failed save, target creature is knocked back 20 feet.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the damage by 1d6.


  • Whirling Winds

Casting Time: 1 Action

Range: Self (20-foot radius)

Duration: Instant

Cost: 4 SP

Description: You create fast and chaotic swirling winds outwards from yourself with enough force to feel like a tornado is passing through. All creatures within range must make a Strength saving throw or be knocked prone and pushed outside the range of this technique, on a failed save.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the range by 10 feet.


  • Wind’s Ward

Casting Time: 1 Action

Range: 20 feet

Duration: Concentration, Up to 1 Minute

Cost: 5 SP

Description: You weave multiple wind currents together, creating a thin veil around you or a target creature in range. This veil grants the following benefits as listed below:

• Increase your Movement Speed by 15 feet.

• You gain a +2 bonus to attack rolls.

Tempest Techniques or spells that have a range of at least 5 feet, increases their range by 10 feet.


  • Drawing Vortex

Casting Time: 1 Action

Range: Self (10-foot cone)

Duration: Instant

Cost: 5 SP


Description: You create a localized vortex of sweeping wind. All creatures within range must make a Dexterity saving throw. On a failed save, affected creatures take 3d8 slashing damage and are pulled 5 feet closer to you. On a successful save, affected creatures take half as much damage .

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the damage by 1d8.


  • Lingering Gale

Casting Time: 1 Action

Range: Self (15-foot radius sphere)

Duration: Concentration, up to 1 Minute

Cost: 4 SP

Description: You create a powerful current of strong winds in a 15-foot radius sphere, centered on you that follows you. For the duration, while within its area, it deafens other creatures, extinguishes unprotected flames, becomes difficult terrain to creatures other than you and disperses vapors, gases and fogs that can be dispersed by strong winds. Additionally, ranged attacks have disadvantage if they pass into or out of the area of this technique.


  • Pacifying Whirlwind

Casting Time: 1 Action

Range: Self (30-feet line)

Duration: Instant

Cost: 4 SP

Description: You generate a strong whirlwind in a 5-foot wide 30-foot line in a straight line originating from you. Each creature in the line must make a Dexterity saving throw. A creature takes 2d8 slashing damage and is knocked prone on a failed save, or half as much damage on a successful one.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the damage by 1d8.


  • Updraft Uprising

Casting Time: 1 Action

Range: 60 feet (15-foot radius)

Duration: Instant

Cost: 5 Chakra

Description: You manifest a powerful gust of wind, strong enough to lift and throw most creatures. Pick a point you can see within range, and cause a spiraling whirl of wind in an upward draft. Each creature within a 15-foot radius of the chosen point must make a Strength saving throw. On a failed save, affected creatures are flung upwards 30 feet and must make a Dexterity saving throw falling prone on a failure unless it has a way of stopping itself.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the height they are flung upwards by 10 feet.


  • Gale’s Gift

Casting Time: 1 Action

Range: Touch

Duration: Concentration, Up to 1 minute

Cost: 5 SP

Description: You encircle a willing creature with winds that wrap around them and their equipment. For the duration, these gathered winds bolster the creature in the following ways:

  • Target creatures movement speed is increased by 15 feet.
  • Target creature deals an additional 1d6 slashing damage on melee attacks.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the number of targets you can affect by +1.


  • Wind’s Reprieve

Casting Time: 1 Bonus Action

Range: Self

Duration: Instant

Cost: 5 SP

Description: You call upon the aids of the winds as you deeply inhale taking blessed air into your lungs, circulating it through your bloodstream invigorating you. You regain 2d6 + Charisma modifier hit points.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and roll an additional 1d6.


  • Razor Wind

Casting Time: 1 Action

Range: 30 Feet

Duration: Instant

Cost: 4 SP

Description: You launch a powerful current of sharp, strong, and thin wind at a target creature within range. Make a ranged attack roll. On a hit, target creature takes 4d4 slashing damage and begins to bleed. A creature who does not need blood to survive is unaffected by bleeding. At the start of their turn a bleeding creature loses 1d4 hit points, this effect stacks with other Wind Domain techniques. A creature can use its action to make a Medicine check against your spell save DC on a bleeding creature. On a success, it ends one instance of bleeding.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and damage by 1d4 and instances of bleeding by +1.


  • Gale’s Grace

Casting Time: 1 reaction, which you make in response a Strength, Dexterity or Constitution saving throw.

Range: Self

Duration: Instant

Cost: 5 SP

Description: Your favor with wind has become a constant thing to the point of being able to call it to your aid where you would fall short. As a reaction, when you are forced to make a Strength, Dexterity or Constitution saving throw, you instead use your Charisma modifier instead.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3. If cast at Yellow-Rank you add your proficiency to the roll if you aren’t already proficient. If cast at Green-Rank you may select another creature within 20 feet of you to gain the benefits of this technique, using your Charisma modifier and proficiency bonus. If cast at Blue-Rank, you may target an additional creature for a total of two. If cast at Violet-Rank, all creatures of your choice within 15 feet of you gain this technique’s benefit.


  • Galestream

Casting Time: 1 Action

Range: Self (15-foot cone)

Duration: Instant

Cost: 3 SP

Description: You exhale a powerful stream of wind from your mouth blasting everything away within a 15-foot cone originating from you, in a direction of your choice. Each creature in the cone must make a Strength saving throw. A creature takes 2d6 force damage and is pushed back 20 feet on a failed save, or half as much damage on a successful save. Also, vapors, gases and fogs that can be dispersed by strong winds are dispersed immediately.


At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the range of this technique by 10 feet.


  • Zephyr Rush

Casting Time: 1 bonus action

Range: Self

Duration: 1 minute

Cost: 4 SP

Description: You channel yourself to become closer to the wind and move like it gathering it around you until you dispense it in heavy attack. For the duration, your movement doesn’t provoke opportunity attacks and your speed is increased by 30 feet. Also, once before this technique ends, you may make an attack roll with advantage dealing an additional 2d8 force damage on hit and immediately ending this technique.


Yellow-Rank[edit]

  • Air Force Inverse

Casting Time: 1 Action

Range: Self (20-foot cone)

Duration: Instant

Cost: 7 SP

Description: You create a spiraling tunnel of wind in a 20-foot cone originating from yourself sucking in all caught before blasting them away. Each creature in range must make a Strength saving throw. On a failed save, affected creatures take 6d6 slashing damage and are pulled towards you till they’re within 5 feet of you before being knocked back 20 feet.

At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the damage by 1d6 and the amount of initial bleed gained by +1.


  • Razor Weapon

Casting Time: 1 Action

Range: 30-feet

Duration: Concentration, up to 1 minute

Cost: 9 SP

Description: You manifest a spiraling vortex of slicing wind around a target creatures weapon. The target creature makes a Dexterity saving throw to avoid the razor sharp winds around the target weapon. On a failed save they take 3d6 slashing damage as they are sliced for holding the weapon. If they continue to hold their weapon, they must make another save at the beginning of their next turn. On a successful save they take half damage.


  • Gale Gauntlets

Casting Time: 1 Bonus Action

Range: Self

Duration: Concentration, up to 1 minute

Cost: 6 SP

Description: You coat your hands and feet in a layer of highly compressed but highly reactive wind. For the duration of this technique, you may use your Charisma modifier in place of Strength for unarmed attack rolls. Your unarmed damage deals force damage for the duration of this technique and deals damage equal to 1d10 + Charisma.


  • Greater Gust

Casting Time: 1 Action

Range: Self (60 Foot Line)

Duration: Instant

Cost: 9 SP

Description: You create a swirling vortex of air in front of you. You compress the air until the pressure explodes forward like a cannon in a straight line. Creatures in a 5- foot wide, 60-foot-long line must make a Strength saving throw. Affected creatures take 4d10 force damage, are thrown backwards 30 feet, and fall prone on a failed save. On a success they take half damage and no further effects.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and increase damage by 1d10 and knock back distance by 10ft.


  • Recovering Breeze

Casting Time: 1 Action

Range: Self (30-foot-cone)

Duration: Instant

Cost: 8 SP

Description: You blow a soft nurturing breeze outwards mending your allies. All creatures of your choice within range, excluding yourself, regain 5d6 + Charisma modifier hit points.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and the amount healed by 1d6.


  • Zephyr Zealous

Casting Time: 1 reaction, which you take when you cast another technique Wind Domain technique.

Range: Self

Duration: Instant

Cost: 7 SP

Description: You reinforce your techniques with additional buffeting gales of wind. Wind Domain techniques you cast with the prior to casting this gains a +2 bonus to its initial saving throw DC.


  • Safeguarding Wind Scythe

Casting Time: 1 reaction, which you take when you would take damage from a creature within range.

Range: Self (15-foot radius sphere)

Duration: Instant

Cost: 8 SP

Description: When you take damage you are able to collapse the circling wind around you and the triggering creature causing the wind to collide with the hostile creature creating an extremely sharp blade of wind. The triggering creature must make a Dexterity saving throw. On a failed save, target creature takes 5d4 slashing damage, and gaining one instance of bleeding. On a successful save, target creature takes only half as much damage.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and the initial damage by 1d4.


  • Tearing Gale Claw

Casting Time: 1 Action

Range: 30 Feet

Duration: Instant

Cost: 7 SP

Description: You construct a large claw of your design made of semi-solid compressed wind. Make a ranged attack roll against a creature within range. On a hit, target creature takes 4d6 slashing damage and gains two instances of bleeding.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and the damage by 1d6.


  • Vacuum Barrier

Casting Time: 1 reaction, which you take when you see a creature within range take damage.

Range: 60 feet

Duration: Instant

Cost: 9 SP

Description: You create a swirling vortex of air in front of a creature you can see within range right before take damage. The compressed air compresses then explodes pushing attacks and other forces back, protecting the creature. Reduce the damage the target creature takes by 4d10. This damage reduction is doubled if the damage is lightning or thunder damage and halved if the damage is fire damage.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and the damage reduced by 1d10.


  • Wall of Wind

Casting Time: 1 Action

Range: 120 feet

Duration: Concentration, 1 minute

Cost: 9 SP

Description: A wall of strong wind rises from the ground at a point you choose within range. You make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. Large objects such as boulders and similar objects and attacks can penetrate it. Creatures in gaseous form can't pass through it. Fire ignites the Wall of wind leaving it as a massive wall of fire. If this happens the caster of Wall of wind loses all control of it and counts as the technique ending.


  • Whirlwind Movement

Casting Time: 1 Bonus Action

Range: 60 Feet

Duration: Instant

Cost: 6 SP

Description: You generate a massive amount of wind around your feet. You move so fast you virtually teleport to one space within 60 feet. This does not provoke an attack of opportunity.


  • Whirlwind Spear

Range: Self (120-foot line)

Duration: Instant

Cost: 9 SP

Description: You create a molded construct of wind that floats next to you. This construct can take the shape of any spear or piercing like object such as an arrow, lance, sword or anything you prefer. You then launch this construct in a straight line, piercing through all creatures in a 5-foot wide, 120-foot lone line originating from you. All creatures in range must make a Dexterity saving throw taking 5d10 piercing damage on a failed save, or half as much on a successful one.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and the damage by 1d10.


  • Whirlwind Thrust

Casting Time: 1 Action

Range: 90 feet

Duration: Instant

Cost: 8 SP

Description: You create an updraft of cycling wind that erupts from the ground under a group of creatures. Select a space within range. All creatures within 15 feet of the selected space must make a Strength saving throw. On a failed save, creatures are thrown 30 feet upwards into the air taking 3d10 force damage. If a creature cannot safely land, they take falling damage as normal. If the space this technique is casted overlaps with a source of fire or water additional effects happen.

Fire: This technique ignites and becomes a flaming whirlwind instead dealing 3d12 fire damage instead of 3d10 force damage. Creatures must also succeed a Constitution saving throw being set on fire on a failed save. A creature on fire takes 1d6 fire damage at the start of their turn and may make Dexterity check as an action or submerge themselves completely in water to end the burning.

Water: This technique becomes swirled with a powerful torrent of water instead dealing 3d12 cold damage instead of 3d10 force damage. Creatures must also succeed a Constitution saving throw or have their speed reduced by 10 feet for a number pf rounds equal to your proficiency modifier on a failed save.


At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and the damage by 1d10 or 1d12.


  • Friction Freedom

Casting Time: 1 bonus action

Range: Touch

Duration: Concentration, 1 minute

Cost: 8 SP

Description: You coat a creature whom you touch body in a layer of spinning air. The air removes most friction from its body allowing them to move at breathtaking speeds, with little resistance granting the following benefits:

  • They gain a +20 bonus to speed
  • Advantage on Dexterity saving throws
  • As a bonus action they can make one additional weapon attack/unarmed strike, Disengage, Hide, or use an object action.


  • Wind Rider

Casting Time: 1 Bonus Action

Range: Touch

Duration: 10 Minutes

Cost: 9 SP

Description: You touch a willing creature you can see within range coating them in wind. For the duration, the target creature gains a 30ft flying speed. The creature cannot suffer falling damage as they are always carried by the wind to a safe landing. Additionally, the creature is always floating at least 5 feet off the ground for the duration.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and target one additional creature.

Green-Rank[edit]

  • Slicing Sphere

Casting Time: 1 Action

Range: Self (20-Foot radius Sphere)

Duration: Concentration, up to 1 Minute

Cost: 14 SP

Description: You create a dome of spinning wind, centering on you. The wind spins, whips and blows at 120 mph generating an innumerable number of blades made of wind. These blades fly freely throughout your dome. Anything not weighted down is picked up and thrown around the dome and sliced to pieces. Creatures, excluding you and a number of creatures equal to your Charisma modifier, in this dome of wind when it is cast, who first enters or begins their turns within the dome, must make a Strength saving throw. On failed save, affected creatures take 4d10 slashing damage and are knocked prone. On a successful save, affected creatures take only half as much damage. The area within the dome is counted as difficult terrain even for flying creatures.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and increase the damage by 1d10


  • Sparing Breath

Casting Time: 1 Action

Range: 30 feet

Duration: Instant

Cost: 12 SP

Description: You manifest a rejuvenating gust of wind to fill the lungs of a target creature in range that has 0 hit points restoring their healing process and empowering it. The creature regains consciousness with 1 hit point and a number of temporary hit points equal to twice your Tempest Technique save DC.


  • Serrated Gale

Casting Time: 1 Action

Range: 60 Feet

Duration: Instant

Cost: 13 SP

Description: You create a vortex where you can control the strength for the wind. Make a ranged attack roll targeting a creature you can see within range. On a hit target creature takes 8d6 slashing damage and two instances of bleeding, as the wind slices into them with enough force to upheave the ground upon impact. If there are any sources of fire in the line of fire between you and your target this technique ignites into a stream of fire. Increase the damage by 5d4 fire damage.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and increase the damage by 1d6.


  • Gale Blade

Casting Time: 1 Action

Range: 90 Feet

Duration: Instant

Cost: 14 SP

Description: You create a super thin blade of cutting wind that slices through everything in a continuous line. Select a space you can see within range. Then select a second space you can see within 60 feet of the originally selected space. Draw a 5-foot wide straight line in between both spaces. All creatures who the line passes through must make a Dexterity saving throw. On a failed save, affected creatures take 6d8 slashing damage and gains three instances of bleeding. On a successful save, affected creatures only take half as much damage.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and the damage by 1d8.


  • Crescent Current

Casting Time: 1 Action

Range: Self (30-foot cone)

Duration: 1 Action

Cost: 14 SP

Description: A blast of slicing wind erupts from your hands. Each creature in range, originating from you, makes a Strength saving throw. On a failed save, affected creatures take 7d6 slashing damage, are thrown back 25 feet, and gains two instances of bleeding. On a successful save, affected creatures take half as much damage. This technique deals twice as much damage to objects and structure.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and increase the instances of bleeding by +1.


  • Gryphon’s Gale Gauntlets

Casting Time: 1 Action

Range: Self

Duration: Concentration, Up to 1 minute

Cost: 14 SP

Description: You manipulate wind molding it into the of two claws/talons of your description on either hand. For the duration you can as an action make up to two melee attacks with these wind claws you created. Your melee attacks made with these wind claws have a range of 10 feet, and deal 3d4 + Your ninjutsu ability modifier wind damage on a successful hit. Additionally a creature must make a Constitution save, gaining an instance of bleeding on a failed save.


  • Wind Barrier

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 1 minute.

Cost: 12 SP

Description: You wave your hands back and forth creating layers of wind that stack on top of one another creating a barrier of wind around you. Your barrier of wind is extremely dense not allowing most things to pass through it. When you create your barrier of wind it has 30 Hit points. It occupies your space with you and protects you in all direction, ranged attacks targeting you are made at disadvantage. Additionally, as a bonus action on your turn you can enhance this barrier regenerating 3d6 of the barriers hit points. The barrier has a vulnerability to fire damage, and resistance to lightning and thunder damage.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and the initial hit points of the barrier by 10.


  • Wind Weaved Weaponry

Casting Time: 1 Bonus Action

Range: Touch

Duration: Concentration, up to 1 minute.

Cost: 12 SP

Description: You mold wind around a weapon to increase its range and lethality. Target a weapon in range to gain the following benefits for the duration:

  • Target weapon deals an additional 2d6 force damage
  • Target weapon range is increased by 10 feet
  • Ranged weapon attacks with target weapon deal additional 2d6 damage to all creatures within 5 feet of the target on a successful hit.
  • Attacks with the target weapon, may use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3. If cast at Violet-Rank, increase the damage of this technique by 1d6.


  • Great Gale Zone

Casting Time: 1 Action

Range: 120 Feet (15-foot radius Sphere)

Duration: Concentration, 1 minute

Cost: 13 SP

Description: Choose 3 spaces in range. You generate a large sphere constructed of high velocity winds under your control heavily pressuring down on those inside. Each sphere has a 15-foot radius from the point you’ve chosen and is treated as difficult terrain. Creatures who start their turn or enter the spheres must make a Strength saving throw, on a failed save their movement speed is reduced to 0. A creature who would fail this saving throw while they’re movement speed is 0 is instead knocked prone. You are immune to the effects of this technique.


  • Wind Cutter

Casting Time: 1 Action

Range: 120 Feet

Duration: Instant

Cost: 14 SP

Description: You create one super sharp blade of wind and launch it at a target creature in range. Make a ranged attack roll. On a hit, the target creature takes 5d10 slashing damage and gains two instances of bleeding.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and increase the damage by 1d10


Blue-Rank[edit]

  • Windcatch

Casting Time: 1 Action Range: 60 feet Duration: Instant Cost: 19 SP

Description: You mold together a net of slicing wind and launch it forward at a creature in range attempting to momentarily subdue them. Make a ranged attack roll. On a hit, target creature takes 7d8 slashing damage, two instances of bleeding, and must make a Strength saving throw. On a failed save, target creature is thrown back 20 feet and is knocked prone.


  • Drill Draught

Casting Time: 1 Action

Range: 120 feet

Duration: Instant

Cost: 19 SP

Description: You manifest a spinning drill made of slicing wind that tears to shred anything that it touches. Make a ranged attack roll against a target creature within range. On a hit, target creature takes 7d4 slashing damage and six instances of bleeding.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3 and increase the damage by 2d4.


  • Eye of the Storm

Casting Time: 1 Full Turn Action

Range: Self (30-foot-Radius Sphere)

Duration: Concentration, Up to 1 minute

Cost: 24 SP

Description: You create a powerful twisting cyclone of wind that seals yourself and all creatures inside off from other creatures and effects from outside. As a full turn action you manifest a cyclone up to 30 feet in radius around yourself. Creatures outside this technique’s radius cannot see into the opaque wall of twisting wind, dust, dirt, and rubble. If a creature attempts to pass through the wall, they must make a Strength saving throw. On a successful save they pass through the wall. On a failed save they take 6d8 force damage and are thrown back 30 feet. Attacks and spells cannot penetrate this technique’s walls.


  • Gale’s Ferocious Guardian

Casting Time: 1 Action

Range: 120 feet

Duration: Instant

Cost: 19 SP

Description: You mold wind into a beast that has a design and look of your description that counts as large. Upon its creation, you command it to attack a number of creatures up to your Charisma once each. Make a melee attack roll for each creature it attacks within range as it leaps and assaults each creature. On a hit, it deals 2d8 slashing damage. A creature that takes damage from the beast must make a Constitution saving throw, on a failed save they gain four instances of bleeding.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3, the damage by 1d8, and instances of bleeding by two.


  • Air Pocket

Casting Time: 1 Action

Range: 10 feet

Duration: 1 Hour

Cost: 20 SP

Description: You form a bubble of air around a number of creatures equal to your proficiency modifier that’s able to reinvigorate itself granting the creature a collection of air as if it were a new breath. For the duration selected creatures cannot be suffocated or drowned.


  • Splitting Mistral

Casting Time: 1 Action

Range: 5 Feet

Duration: Instant

Cost: 20 SP

Description: You manifest a mighty typhoon and compress it till it fits into your hand to create a blade of wind and quickly unleashing it on a target in range. Make a melee attack roll. On a hit, target creature takes 9d6 slashing damage and four instances of bleeding.


  • Consecutive Cutting Currents

Casting Time: 1 Action

Range: 60 Feet

Duration: Instant

Cost: 18 SP

Description: You manifest and launch several super intense blades of wind at different angles at multiple targets in range. Make a ranged attack roll against up to 3 target creatures within range. On a hit, target creature takes 8d6 slashing damage and two instances of bleeding.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3 and increase the instances of bleeding by two.


  • Vacuum Wall

Casting Time: 1 Action

Range: 30 feet

Duration: 1 Round

Cost: 20 SP

Description: You create a vacuum of air around a willing creature in range that nullifies almost all attacks that would aspire to harm them. Until the beginning of your next turn all spells and attacks must first roll 1d20 when attempting to target the affected creature. On a roll of 8 or lower, the attack is drained or knocked away by the extremely dense vacuum of wind.


Violet-Rank[edit]

  • Million Slicing Mistral

Casting Time: 1 Action

Range: 120 Feet

Duration: Instant

Cost: 35 SP

Description: You focus and manifest and accumulate a massive amount of wind above a target in range and bring it down crashing into the target as a single blade. The target creature must make a Dexterity saving throw. On a failed save, target creature take 18d4 slashing damage and six instances of bleeding. On a successful save, target creature takes half as much damage and instances of bleeding.


  • Cyclone Counter Current

Casting Time: 1 reaction, which you take when you see a spell being cast.

Range: 60 Feet

Duration: Instant

Cost: 40 SP

Description: in response to a spell you ready yourself to gather all the strength and resourcefulness of the winds swirling them and launching them attempting to assault then weave into a concentrated point around the caster attempting to bounce their spell around them. Make a ranged attack roll against the triggering creature. On a hit, target creature takes 4d10 force damage and you make a Charisma saving throw vs the triggering creatures spell save DC. If you result is higher, the opponent suffers the damage and effects of their own spell.


  • Horizontal Hurricane

Casting Time: 1 Action

Range: Self (100-Foot line)

Duration: Instant

Cost: 30 SP

Description: You manifest and accumulate a massive torrent of concussive wind before unleashing it, exploding forward devastating everything in a 15-foot wide 100-foot long line in front of you. This technique blows everything not tied down away and even upheaves trees and smaller structures and buildings. Each creature in the line must make a Strength saving throw. On a failed save, affected creatures are thrown backwards 60 feet on a failed save. If the creature hits a structure their movement ends and they take double the falling damage as if they fell the same distance they traveled. This damage cannot exceed the falling damage maximum.


  • Concentrated Cyclone

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 1 minute

Cost: 35 SP

Description: You create a spiraling cylinder of wind centered on yourself that has a 40-Foot radius and is 120 feet high. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder that are large or smaller are pulled upwards and spins around the center at 200 Mph. A creature that starts its turn in the cylinder must make a Strength saving throw. On a failed save, affected creatures are pulled upwards towards the center and are restrained while in motion. On a successful save, affected creatures are able to escape the cylinder provided they have enough movement to do so. As an action on your turn you may have objects and creatures inside the cylinder take 6d10 force damage. You and a number of creatures or objects equal to your Charisma modifier are immune to this technique’s effects.


  • Cyclonic Calamity

Casting Time: Full Turn Action

Range: 120 Feet

Duration: 1 Minute

Cost: 40 SP

Description: You generate a cyclone hellbent on destruction and ruin to the point of being almost out of even your control at a point in range. This Hurricane extends 250 feet into the air and has a 50-foot radius. At the end of each of your turns, it moves 20 feet in a random direction (Roll 1d8. 1: North, 2: North East, 3: East, 4: South East, 5: South, 6: South West, 7: West, 8: North West.) Creatures within the area of effect must make a Strength saving throw. On a failed save, affected creatures are ripped from their current position and thrown 100 feet into the air taking 6d8 force damage and are restrained within the cyclone. On a successful save affected creatures take only half as much damage. A creature thrown into the air may repeat their Strength saving throw to escape the cyclone at the end of each of their turn. On a failed save, affected creatures take 6d8 force damage and remain restrained inside the cyclone. On a successful save, affected creatures fall to the ground escaping the cyclone. You are immune to the effects of this technique, and as a reaction you may have a number of creatures equal to your Charisma modifier automatically pass the save for the duration pf this technique. As a bonus action you may make a Charisma saving throw vs your DC to end this technique early.


  • Cyclone Compassion

Casting Time: 1 Bonus Action

Range: Self (20-foot radius)

Duration: 1 Minute

Cost: 45 SP

Description: You release a surge of wind that wreaths around protecting and enhancing all of your allies for the duration. You may select a number of creatures including yourself within range equal to your Wisdom modified to gain the following benefits for this technique’s duration:

• They gain a 30 feet bonus to movement speed.


• They gain a bonus to attack rolls equal to your Charisma modifier.

• They gain a number of Temporary Hit points equal to your save DC.

• Attacks they make increase their range by 15 feet and deals an additional 3d8 force damage.

• They gain resistance to lightning and thunder damage, or if they already possess resistance they gain immunity.

Lightning Domain[edit]

Red-Rank[edit]

  • Ground Bolt

Casting Time: 1 Action

Range: 60 Feet

Duration: Instant

Cost: 4 SP

Description: You conduct a jolt of lightning that runs through the ground towards a target creature in range. Target creature must make a Dexterity saving throw taking 2d6 lightning damage on a failed save, or only half damage on a successful one. This technique ignores cover.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and increase the damage by 1d6 and the number of creatures you can target by one.


  • Energized Impulse

Casting Time: 1 Action

Range: Touch

Duration: 4 Hours

Cost: 4 SP

Description: You touch a willing creature. For the duration, the target can add 1d8 to the first initiative roll it makes for the duration. For the next minute after rolling initiative the target can, as a bonus action on each of its turns take the dash action.


  • Jolt

Casting Time: 1 Action

Range: 90 feet

Duration: Instant

Cost: 5 SP

Description: You generate a jolt of electricity in an attempt to shock a creature within range. Make a ranged attack roll. On a hit, target creature takes 1d6 + Charisma modifier lightning Damage. If the target creature is currently concentrating on a spell they make their check at disadvantage.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the amount of attacks you make by one.


  • Electromagnetic Wave

Casting Time: 1 Action

Range: Self (15-foot cone)

Duration: Instant

Cost: 3 SP

Description: You generate a wave of electricity originating from yourself in 15-foot cone. Each creature in the affected range must make a Constitution saving throw. On a failed save, they take 1d6 lightning damage and are unable to take reactions until the start of your next turn. On a successful save, affected creatures only take half as much damage.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3, the damage by 1d6, and the cone by 5 feet.


  • Electromagnetic Field

Casting Time: 1 Action

Range: Self (20-foot radius)

Duration: Concentration, Up to 1 minute

Cost: 5 SP

Description: You generate an aura of electricity around you up to 20-feet in radius. Each creature of your choice within range of this technique who starts their turn or moves through it must make a Dexterity saving throw. On a failed save, affected creatures takes 1d4 + Charisma lightning damage. If a creature who already fails this saving throw were to fail again the damage die of the lightning damage increases by one step. (D4>D6>D8>D10>D12)


  • Energized Abilities

Casting Time: 1 Action

Range: Touch

Duration: 1 Minute

Cost: 5 SP

Description: You touch a willing creature and generate a surging current of electricity, bestowing upon it a vast increase in one of its physical abilities. You may only have one instance of this technique activate at one time unless specified otherwise, and a creature may only have one ability affected. Choose one of the following effects:

  • Agility: The target has advantage on Dexterity saving throws. It also doesn’t take opportunity attacks from creatures.
  • Endurance: The target has advantage on Constitution saving throws. It also gains 10 Temporary Hit points, which are lost when the jutsu ends.
  • Strength: The target has advantage on Strength saving throws. It also increases damage done with attack rolls using its strength by +2

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the number of creatures you can have this active on at once increases by one.


  • Guiding Bolt

Casting Time: 1 Action

Range: 90 Feet

Duration: Instant

Cost: 5 SP

Description: You generate a flash of lightning towards a creature of your choice within range. Make a ranged attack roll against the target. On a hit, the target takes 2d8 lightning damage, and the next attack roll made against the target before the end of your next turn has advantage, thanks to the streak of electricity guiding the next attack to the target.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and increase the damage by 1d8.


  • Delayed Outburst

Casting Time: 1 Bonus Action

Range: 90 feet

Duration: Concentration, Up to 1 minute

Cost: 4 SP

Description: You generate a bundle of electricity in a space that another creature is not occupying that you can see within range. As a reaction, you can trigger the bundle to detonate. All creatures within 10 feet of the mote must make a Dexterity saving throw. On a failed save they take 2d6 lightning damage.

At Higher Ranks: For each rank you cast this technique above Ref-Rank, increase the cost of this technique by 3 and the damage by 1d6.


  • Electromagnetic Bolt

Casting Time: 1 Action

Range: 60 Feet

Duration: Instant

Cost: 4 SP

Description: You generate an electromagnetic current of lightning before firing at a target creature in range. Make a ranged attack roll. If the target creature is wielding a metallic weapon, armor, or comprised mainly of metal you make this attack at advantage. On a hit, the target creature takes 2d8 lightning damage.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and increase the number of attacks you can make by one.


  • Safeguarding Surges

Casting Time: 1 Bonus Action

Range: Self

Duration: Concentration, Up to 1 minute

Cost: 4 SP

Description: You generate lightning and wreathe it around you protecting you and coming to your aid. For the duration, when you would take damage from a melee attack you may as a Reaction attempt to deflect the attack. When you do reduce the damage taken by 1d8 + Charisma modifier. If the damage is reduced to 0, the triggering creature lightning damage equal to your Charisma modifier.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the damage reduction by 1d8.


  • Bolt Break

Casting Time: 1 Bonus Action

Range: 60 feet

Duration: Instant

Cost: 4 SP

Description: You transform your body into a bolt of lightning teleporting to an unoccupied space that you can see within range before reforming.


  • Lightning Lash

Casting Time: 1 Action

Range: 10 feet

Duration: Instant

Cost: 4 SP

Description: You generate erratic lightning and mold it around your arms until it can’t be contained lashing out at a target in range. Make a melee attack roll, on a hit you deal 2d10 lightning damage.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and the damage by 1d10.


  • Witch Bolt

Casting Time: 1 action 
Range: 30 feet 
Duration: Concentration, up to 1 minute

Cost: 4 SP

Description: A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged attack roll against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The technique ends if you use your action to do anything else. The technique also ends if the target is ever outside the technique’s range.


  • Watt Whip

Casting Time: 1 Action

Range: 30 Feet

Duration: Instant

Cost: 4 SP

Description: You create a whip of lightning, and lash it at a target creature in range. Make a ranged attack roll. On a hit, target creature takes 2d10 lightning damage and must make a Strength saving throw. On a failed save, target creature is pulled or pushed 10 feet from you.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and increase the damage by 1d10 and the range by 5ft.


  • Static Sense

Casting Time: 1 Action

Range: Self

Duration: 1 minute

Cost: 4 Chakra

Description: You generate a constant small electric surge opening up you senses through the lightning under your control. For the duration of this technique you gain a tremorsense of 30 feet.


  • Negative Charge

Casting Time: 1 Bonus Action

Range: 90 Feet

Duration: Concentration, up to 1 hour

Cost: 4 SP

Description: You send a negatively charged spark of lightning to attach itself to a target creature you can see within range marking it. For the duration, you deal an extra damage die to the target whenever you hit it with Lightning Domain technique. You also have advantage on Wisdom (Perception) or (Survival) checks you make to track or find the target. If a creature marked with this technique reaches 0 hit points you may move the mark to another creature as a bonus action.


  • Thunderbolt

Casting Time: 1 Action

Range: 90 feet

Duration: Instant

Cost: 5 SP

Description: You generate lightning in the atmosphere before discharging it at a point you can see within range. Each creature in a 15-foot radius sphere from the point selected must make a Dexterity saving throw. On a failed save affected creatures take 2d10 lightning damage on a failed save, or only half as much on a successful one.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3 and increase the damage by 1d10.


  • Gigawatt Gauntlet

Casting Time: 1 Action

Range: Touch

Duration: Concentration, Up to 1 minute

Cost: 4 SP

Description: You generate lightning and mold claws of lightning around your hands in a design of your choice. For the duration, you can as an action make a melee attack roll. On a hit, you deal 1d8 + Charisma modifier in lightning damage.

At Higher Ranks: For each rank you cast this technique above Red-Rank, increase the cost of this technique by 3. If cast Green-Rank or higher increase the number of attacks by one. If cast at Violent-Rank, increase the number of attacks by an additional one.


Yellow-Rank[edit]

  • Lightning Leech

Casting Time: 1 reaction to taking lightning damage.

Range: Self

Duration: Instant

Cost: 6 SP

Description: You focus solely on your control of lighting, granting yourself resistance to lightning damage or immunity if already resistant until the beginning of your next turn. You gain a number of temporary hit points equal to half the damage you would take before resistances and immunities are calculated.


  • Lightning Current

Casting Time: 1 Action

Range: Self (30-foot radius sphere)

Duration: Instant

Cost: 9 SP

Description: You generate an outburst of lightning that surges outwards from yourself in a sphere of up to 30-feet in radius. Each creature in this radius who are not behind total cover must make a Constitution saving throw. On failed save, affected creatures take 4d6 lightning damage and are unable to take reactions until the start of your next turn. On a successful save, affected creatures only takes half damage.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and increase the damage by 1d6.


  • Call Lightning

Casting Time: 1 Action

Range: 100 Feet

Duration: Concentration, Up to 1 minute

Cost: 9 SP

Description: You generate a storm cloud in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. When you cast this technique, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dex saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until this technique ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this technique, the technique gives you control over the existing storm instead of creating a new one. Under such conditions, the technique’s damage increases by 1d10.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and increase the damage by 2d10.


  • Electric Enlightenment

Casting Time: 1 Action

Range: Self (20-foot radius sphere)

Duration: Concentration, up to 1 minute

Cost: 8 SP

Description: You radiate a powerful aura of lightning energy in an aura with a 20-foot radius centered on you, enhancing the combat potential in friendly creatures. The aura moves with you. While in the aura, all creatures of your choice, deal an additional 1d6 lightning damage with weapon attacks.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and increase the radius by 10 feet.


  • Lightning Lurker

Casting Time: 1 Action

Range: 90 Feet

Duration: Instant

Cost: 7 Chakra Description: You generate lightning and mold it into the from of a beast of your description. Make a ranged attack roll against a creature within range. On a success they take lightning damage equal to 4d8+ Charisma and must make a Constitution saving throw. On a failed save, target creature can’t make reactions until the start of your next turn.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and the damage by 1d8.


  • Zeus Bolt

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 1 minute

Cost: 9 SP

Description: You generate lightning and mold it creating a construct lance, staff or polearm of your description. This construct has a reach of 10 feet and thrown (90/120) properties. While wielding this construct you gain the following actions:

  • Make a melee weapon attack roll dealing 3d10 lightning damage on a hit.
  • Make a ranged weapon attack roll, throwing the construct targeting a creature you can see within throwing range. On a hit, target creature takes 4d6 + Charisma modifier lightning damage. Regardless of a hit or miss the construct then explodes. Creatures within 20 feet of the target must make a Dexterity saving throw taking 3d8 lightning damage on a failed save, or half as much damage on a successful save.


  • Lightning Lock

Casting Time: 1 Action

Range: 60 feet

Duration: Concentration, up to 1 minute

Cost: 6 SP

Description: You generate lightning and mold it into a rope net made of lightning. Make a ranged attack roll against a creature you can see within range. On a hit, the target becomes restrained. A creature restrained by this technique takes lightning damage equal to your Charisma modifier at the beginning of each of their turns. A creature restrained by this technique may make a Strength saving throw once on their turns as an action to end the restrain on a success. While maintaining concentration on this technique you must hold the lightning rope with one hand within range. Letting it go immediately ends this technique.


  • Thunder Step

Casting Time: 1 Action

Range: 90 Feet

Duration: Instant

Cost: 8 SP

Description: You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this technique, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and increase the damage by 1d10.


  • Plasma Ball

Casting Time: 1 Action

Range: 120 Feet (20-foot radius)

Duration: Instant

Cost: 9 SP

Description: You generate and gather lightning molding it together into a ball of highly volatile plasma before launching it a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 lightning damage and can’t take reactions till the start of your next turn on a failed save, or half as much damage on a successful one.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and increase the damage by 1d6.


  • Watt Weaponry

Casting Time: 1 Bonus Action

Range: Touch

Duration: Concentration, up to 1 minute

Cost: 7 SP

Description: A weapon you touch becomes enhanced with lightning. For the duration, the weapon has a +1 bonus to attack rolls and deals an additional 1d8 lightning damage.

At Higher Ranks: For each rank you cast this technique above Yellow-Rank, increase the cost of this technique by 3 and the number of weapons this can affect by one.


Green-Rank[edit]

  • Tribolt

Casting Time: 1 Action

Range: 60 feet

Duration: Instant

Cost: 12 SP

Description: You discharge three bolts of lightning that tears through the ground shooting in a straight line 10 feet wide and 60 feet long. The ground the lightning travels through becomes difficult terrain until the start of your next turn. Creatures in the path of this lightning must make a Dexterity saving throw. On a failed save, affected creatures take 6d8 lightning damage, and must either move or attack as they are unable to do both on the same turn until the start of your next turn. On a successful save, they only take half as much damage.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and increase the damage by 1d8.


  • Bestial Bolt

Casting Time: 1 Action

Range: Touch

Duration: Concentration, up to 1 minute

Cost: 11 SP

Description: You generate lightning and shape it to life until you conjure forth an animal of your choice called a Bestial Bolt. The conjured animal surges through the air under your command to attack using the following stat block below this description. You can command them as a bonus action on your turn.

Bestial Bolt[edit]

Medium Construct, unaligned

Armor Class
Tempest Technique save DC

Hit Points: 30

Speed 35ft fly

STR 12 (+2) DEX 22 (+6) CON 10 (+0) INT 1 (-5) WIS 10 (+0) CHA 1 (-5)

Damage Immunities Acid, Lightning, Psychic

Condition Immunities Blinded, Charmed, Deafened, Frightened, Grappled, Poisoned, Prone, Restrained, Stunned, Exhaustion

Senses passive Perception 10

Lethal Lighting. The beast’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Kill Switch. When your beast reaches 0 hit points it explodes shooting lightning in all directions. All creatures within 10 feet of it must make a Dexterity saving throw, taking 5d10 lightning damage on a failed save, or only half as much damage on a successful save.

ATTACKS

Bite. Melee Weapon Attack: Your Tempest Technique attack bonus to hit, reach 5 ft., one creature. Hit: 5d8 lightning damage.


  • Chain Lightning

Casting Time: 1 Action

Range: 150 Feet

Duration: Instant

Cost: 13 SP

Description:You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 6d10 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and one additional bolt leaps from the first target to another target.


Short Circuit
  • Blindness

Casting Time: 1 Action

Range: Self (30-foot cone)

Duration: Instant

Cost: 14 SP

Description: You generate and then release a massive wave of lightning in a cone up to 30 feet long, capable of short circuiting a creature’s brain and causing a temporary loss of vision. Each creature in the affected area must make a Constitution saving throw. On a failed save, affected creatures take 5d10 lightning damage and are blinded for 1 minute. On a successful save, affected creatures take only half as much damage. Creatures blinded by this technique remake their saves at the beginning of each of their turns to end the effects of this technique.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and the damage by 1d10.


  • Stagnating Shockwave

Casting Time: 1 Action

Range: 90 feet

Duration: Instant

Cost: 11 SP

Description: You generate a bundle of highly volatile lightning carrying a potent negative charge, accumulating more and more before exploding. Select a point you can within range for the bundle to accumulate. All creatures within a 30-foot centered on the bundle must make a Dexterity saving throw. On a failed save, affected creatures take 5d8 lightning damage and are able to move or attack as they are unable to do both until the start of your next turn. On a successful save, affected creatures take half as much damage and are unable to take reactions until the start of your next turn.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and the damage by 1d8.


  • Light speed Lightning

Casting Time: 1 Action

Range: Self (60 Feet)

Duration: Instant

Cost: 14 SP

Description: You generate a concentrated surge of lightning condensing it further and further till it’s shot at blinding speeds in a 1-foot wide 60-foot long line piercing through everything in its path. Each creature caught in the line must make a Dexterity saving throw. On a failed save, affected creatures take 10d6 Lightning. On a successful save, affected creatures take only half as much damage.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and increase the damage by 1d6.


  • Lightning Relay

Casting Time: 1 bonus action

Range: 120 feet

Duration: Instant

Cost: 11 SP

Description: You generate large amounts of lightning until its covering your body. Select one creature within range and teleport to them. Until the end of this turn, you have advantage on the first melee attack made targeting the creature you teleport to. If the target creature dies before the end of your turn after teleporting to them you may teleport to another creature within 60 feet. If you do, you gain advantage on the next melee attack made targeting this creature before the end of your next turn.


  • Overcharge

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, Up to 1 Minute

Cost: 13 SP

Description: You generate lightning until its surging around a creature within range energizing them. Select one willing creature you can see within range, this can be yourself. The target creature is engulfed in a raging torrent of lightning. For this duration, the creature’s weapon attacks deals an additional 1d8 lightning damage. They gain Resistance to lightning damage or immunity if they already possess resistance. A +2 bonus to their AC, and advantage on Constitution saving throws.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and the number of targets this technique can affect by one.


  • Paralysis Bolt

Casting Time: 1 Action

Range: 90 feet

Duration: Instantaneous

Cost: 14 SP

Description: You generate a lightning a jolt of lightning that seeps into a creature’s body. Make a ranged attack roll on a creature within range. On a hit, you deal 5d10 lightning damage and the target must make a Constitution saving throw. On a failed save the affected creature becomes incapacitated until the start of your next turn.

At Higher Ranks: For each rank you cast this technique above Green-Rank, increase the cost of this technique by 3 and the damage by 1d10.


  • Lingering Lightning Storm

Casting Time: 1 Action

Range: 250 Feet

Duration: Concentration, Up to 1 minute.

Cost: 14 SP

Description: You generate a churning cloud of lightning centered above a point you can see that spreads out in a 30-foot radius as lightning begins to rumble and surge constantly striking down all who you deem enemies. Creatures of your choice under this cloud must make a {{5a| saving throw at the start of each of their turns taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn you may move the cloud up to 20 feet, additionally the cloud dissipates if it is ever outside the range of this technique.


Blue-Rank[edit]

  • Booming Bolt

Casting Time: 1 Action

Range: 120 Feet

Duration: Instant

Cost: 20 SP

Description: You generate and focus lightning into a super compressed point before exploding it forward at a creature you can see in range. The lightning explodes with an audible explosive boom that shatters glass and other fragile material in a 200-foot radius. Make a ranged attack roll. On a hit, the target creature takes 3d12 lightning damage + 3d12 thunder damage. This technique counts as a critical hit on a roll of 16 and higher.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3 and increase the damage by 1d12 for each damage type.


  • Bolt’s Boon

Casting Time: 1 Action

Range: Touch

Duration: Concentration, up to 1 minute

Cost: 20 SP

Description: You generate lightning until you can condense the sparks onto a weapon you are touching, infusing it into the weapon’s very core. A weapon you touch, becomes guided by your masterful lightning control. For the duration the weapon gains the following benefits:

  • Melee attacks made with the target weapon deal an additional 2d12 lightning damage
  • Target weapon scores a critical hit on a roll of 18 or higher.
  • As a reaction, whenever a creature rolls to attack with the target weapon you may give them advantage on the next two attacks they make until the start of your next turn.


  • Lighting Dragon

Casting Time: 1 Action

Range: 90 Feet

Duration: Instant

Cost: 20 SP

Description: Your generate lighting twisting and molding it into a long dragon made of pure lightning capable of rendering foes inert. This dragon flies in a straight line of your choice. This creature occupies a space 10 feet wide and extends up to 90 feet. Creatures in the path of this dragon must make a Dexterity saving throw. On a failed save, affected creatures take 7d10 lightning damage and must make a Constitution saving throw. On a successful save, affected creatures only take half as much damage. A creature who fails their Constitution saving throw is stunned until the start of your next turn.

At Higher Ranks: For each rank you cast this technique above Blue-Rank, increase the cost of this technique by 3 and increase the damage by 1d10.


  • Storm Stampede

Casting Time: 1 Action

Range: 60 Feet

Duration: Instant

Cost: 18 SP

Description: Your generate lightning twisting and molding it into countless animals of your choice made of lightning that hover just in front of you before you send them flying at a creature, devastating everything on their way. Make a ranged attack roll against a creature in range, dealing 10d8 lightning damage on a hit. All creatures in a 60-foot, 15 feet wide line between you and the target creature must make a Dexterity saving throw taking 4d10 lightning damage on a failed save, or half as much on a success.


  • Lightning Lifeguard

Casting Time: 1 Reaction, which you take to when you would take damage.

Range: Self (30 Feet)

Duration: 1 Round

Cost: 19 SP

Description: A powerful barrier of lightning forms around you protecting you and damaging all that would do you harm. Until the start of your next turn, you gain a +5 bonus to AC. Additionally, if a creature were to hit you they take 4d10 lightning damage as your barrier leaps to defend you.


  • Stunning Surge

Casting Time: 1 Action

Range: Self (30-foot cone)

Duration: Instant

Cost: 20 SP

Description: You generate a wave of lightning capable of momentarily rendering your foes inert. This wave covers a massive range and touches everything in a cone up to 30 feet long originating from you. All creatures in range must make a Constitution saving throw. On a failed save, affected creatures take 8d8 lightning damage and are stunned until the end of your next turn. On a successful save, affected creatures only take half as much damage.


  • Seated Storm

Casting Time: 1 Action

Range: Self (40-foot radius)

Duration: Concentration, Up to 1 minute.

Cost: 20 SP

Description:You generate and control lightning with the assistance of the other elements under your control to make a cloud slowly spraling out from you covering the floor in a 40-radius centered on you. For the duration, each time a creature takes lightning damage, lightning from the cloud are attracted to the damaged creature as a follow up lightning bolt is generated, forcing them to make a Dexterity saving throw. On a failed save they take 5d6 lightning damage, or half as much on a successful save.


Violet-Rank[edit]

  • Twin Bolt Titans

Casting Time: 1 Action

Range: 120 Feet

Duration: Concentration, Up to 1 minute.

Cost: 35 SP

Description: You generate and collect lightning into two massive spheres within 10 feet of you, before compressing them and molding them into two animals or monsters of your description that coil around as they fly. As a bonus action on your turn you may move each animal/monster up to 30 feet and make a melee attack roll against a target creature for each summon. On a hit, target creature takes 2d6 + Charisma lightning damage and must make a Constitution saving throw. On a failed save, target creature is stunned until the start of your next turn.


  • Call Calamity

Casting Time: 1 Action

Range: 300 Feet

Duration: Instant

Cost: 30 SP

Description: You generate a colossal gathering of lightning in the air above until the entire up area is covered in light before raining down unabated destruction onto a single space you can see within range. This attack affects an area in the shape of a cylinder 20 Feet wide, and up to 300 feet in the sky. Creatures in the area must make a Dexterity saving throw. On a failed save, affected creatures take 10d10 lightning damage and have disadvantage on saving throws for 1 minute. On a successful save, affected creatures take only half as much damage. At the end of their turns creatures currently effected by this technique may make a Constitution saving throw to end the effects of this technique on them.


  • Storm’s Wrath

Casting Time: 1 Action

Range: 30 Feet

Duration: 1 Minute

Cost: 25 SP

Description: Choose a willing creature that you can see within range. Until the technique ends, the target’s speed is doubled, it gains a +4 bonus to AC, it has advantage on Dexterity and Constitution saving throws, deals an additional 2d12 lightning damage on weapon attacks and unarmed strikes, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack /unarmed strike only), Dash, Disengage, Hide, or Use an Object action.


  • Zeus Lightning

Casting Time: 1 Action

Range: Self (300 Foot Line)

Duration: Instant

Cost: 35 SP

Description: You generate and draw in lightning from all surrounding sources causing electronic tools and appliances begin to overload and short-circuit as well as magnetic objects to raise and float as you accumulate an astronomical amount of lightning around you before unleashing its fury forward in a 15-foot wide line up to 300 feet long. Each creature in the line must make a Dexterity saving throw. On a failed save, affected creatures takes 8d12 lightning damage and are knocked prone for 1 minute. On a successful save, affected creatures only take half as much damage. At the end of their turns creatures currently effected by this technique may make a Constitution saving throw to end the effects of this technique on them. This technique ignores cover, additionally objects and structures take the maximum possible damage.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the tempest class, you must meet these prerequisites: You must have a Dexterity score and a Charisma score of 13 or higher in order to multiclass in or out of this class.

Proficiencies. When you multiclass into the tempest class, you gain the following proficiencies: Simple and Martial weapons.

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