Tempest Phantasm
Your phantom is a storm spirit of electrified clouds, tamed to be let loose upon your foes.
Manifested Storm Cloud
At 5th level your Phantom takes the form of a cloud spirit, providing versatile capabilities that harness the power of the storm.
Cloud Form: Your Phantom becomes semi-corporeal, taking the shape of a dense, stormy cloud. It can change between solid and gaseous form as a bonus action, gaining the following abilities:
Solid Form: While in solid form, your Phantom gains +2 AC and can make melee attacks.
Gaseous Form: While in gaseous form, your Phantom becomes resistant to non-magical attacks and can fly at a speed equal to its walking speed, but it cannot make attacks.
Thunderous Strike: When your Phantom makes a melee attack while in solid form, it can deal an additional 1d6 thunder damage and force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + Charisma modifier) or be pushed back 10 feet.
Stormcaller’s Shroud
At 9th level the power of the storm envelops you and your Phantom, shielding allies and unleashing powerful storm effects.
Protective Storm Aura: Your Phantom emits a 15-foot-radius aura of swirling wind and electricity. Allies within the aura gain resistance to lightning and thunder damage.
Shocking Rebuke: When an enemy within the aura hits you or your Phantom with an attack, you can use your reaction to unleash a burst of electricity, forcing the attacker to make a Dexterity saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failure, the attacker takes 2d8 lightning damage and is stunned until the end of their next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.
Tempest’s Wrath
At 15th level, channel the power of a mighty storm, unleashing devastating energy through your Phantom.
Storm Surge: As an action, your Phantom can release a 20-foot-radius blast of wind and lightning centered on itself. Enemies within the area must make a Dexterity saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failed save, creatures take 6d8 lightning and thunder damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. This ability can be used once per long rest.
Cloud Walk: While in gaseous form, your Phantom can carry you or an ally within 5 feet, allowing you both to fly at a speed of 60 feet until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Eye of the Storm
At 18th level your Phantom becomes the heart of a raging tempest, providing unmatched protection and offensive power.
Storm Guardian: As an action, your Phantom creates a 30-foot-radius storm domain centered on itself that lasts for 1 minute. Within the domain:
You and allies gain resistance to all damage types.
Hostile creatures have disadvantage on all attack rolls and must make a Strength saving throw at the start of their turns or be pushed 15 feet away from the Phantom.
Lightning Barrage: At the start of each of your turns while within the domain, your Phantom can strike one enemy with a lightning bolt, dealing 4d8 lightning damage (Dexterity save for half damage).
Once you use this feature, you cannot do so again until you finish a long rest.
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