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Mark of Storm

The Mark of Storm gives its bearer power over the weather, from calm winds to raging rainstorms.  

House

House Lyrandar bear the Mark of Storm and through the Windwright Guild they all but monopolize the business of shipping and transportation across the sea and sky. The house also aids farmers through its Raincallers Guild who help to supplement farming communities during both floods and droughts.
  Unmarked house members are often successful farmers, crew mates on water based and air ships or plantation owners.  

Abilities

If your character has the Mark of Storm, the following traits replace the character's racial traits (including subracial) in the Player's Handbook, aside from age, alignment, size, and speed.
  Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
  Windwright's Intuition: When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check.
  Storm's Boon: You have resistance to lightning damage.
  Headwinds: You know the Gust cantrip. Starting at 3rd level, you can cast the Gust of Wind spell with this trait.
  Once you cast the spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait.
  Spells of the Mark: If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class. These spells are always prepared, as long as you have spells slots available in the corresponding level, and do not count against the number of spells you can prepare.   1st Level Spells: Feather Fall, Fog Cloud
2nd Level Spells: Gust of Wind, Levitate
3rd Level Spells: Sleet Storm, Wind Wall
4th Level Spells: Conjure Minor Elemental, Control Water
5th Level Spells: Conjure Elemental

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