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Tempest Phantasm

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.
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    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.
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    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.
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    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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