Arcane Tradition - Weather Wizard


While natural phenomenon are usually more the area of druidic studies and practices than wizards, this is not always the case, and some wizards - especially those who end up serving aboard ships - turn their studies towards better understanding and harnessing the weather's powers through arcane magic. These arcanists - cleverly called 'Weather Wizards' - wield the power of wind, rain, and lightning through a careful and methodical understanding of the world instead of connecting to it as druids do.

While Weather Wizards are suited for their natural habitat on the open ocean, their skills are still as deadly in dungeon delves or the big cities. Rare though it is, some weather wizards who retire to the countryside find their talents of immense help to local farmers, and enjoy a place of peace because of it.

Weathermancer

When you take up this Arcane Tradition you learn the Druidcraft and Gust cantrips, which do not count against your normal allotment of cantrips known. Unlike normal, these cantrips grow in strength as you gain levels in the wizard class - they do not grow if you multiclass.

At 5th, 11th, and 17th levels the Druidcraft cantrip's weather prediction capabilities expands - to 1 week, 1 month, and then 1 year. Others have difficulty interpreting the signs, but you are able to perfectly understand them.

The Gust cantrip's pushing ability increases - at 5th level it can push a Medium or smaller creature up to 10ft. At 11th level it can push a large or smaller creature up to 10ft, and at 17th it can push a Huge or smaller creature up to 15ft. In addition, its blasts of air are capable of filling the sails of a ship. At 2nd level it can only push a small rowboat, at 5th it can push a small sailboat, at 11th a larger ship such as a frigate, while at 17th level it can even fill the sails of a galleon. You must spend your action each turn on Gust to maintain speed granted by this.

Storm Surge

From 2nd level whenever you cast a spell that deals cold, lightning, or thunder damage, or is associated with weather (such as tidal wave or whirlwind), when you roll damage for them and roll maximum damage on the damage dice (eg. 8 on a d8), you roll another dice of damage. This can repeat.

Repeating Gale

From 6th level when you expend a spell slot on a weather themed spell (Typically one that deals with wind, fog, water, or deals lightning, thunder, or cold damage), you are able to channel the excess magic to repeat again.

If on your next turn you cast another weather themed spell of a level one or more levels lower (up to a maximum of 5th level spells) than the first spell you cast, it does not expend a spell slot.

For instance, if you cast Tidal Wave (3rd level) then on your next turn you could cast Gust of Wind (2nd) or Fog Cloud (1st) without expending a spell slot. However, if you cast Control Weather (8th) you would only be able to cast weather spells of 5th level or lower on the next turn without expending a slot.

Repeating Gale cannot benefit from itself, so the second spell you cast does not allow a third weather spell to be cast without expending a slot.

Swift Gust

From 10th level when you cast a wizard spell of 1st level or higher, you can use your bonus action to cast the Gust cantrip.

Attuned to the Storm

From 14th level whenever you are concentrating on a weather-themed spell, you gain a fly speed equal to your movement speed. This flight is not hindered in any way by weather, be it magical or natural.

In addition, from 17th level you add Storm of Vengeance to your list of spells known. You can cast this either with a 9th level slot as normal, or with two 7th level slots. When you cast it, you can choose to exclude any creatures of your choice and one ship from its effects, allowing you to safely sail through the eye of the storm.