Guild of Storm

> *“Sovereigns and Firstborn, grant me the four blessings promised to our people: dominion over the air, dominion over the water, fortune for my family, and fortune for my future.”*
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> — *From the Oath of Lyrandar*
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## House Lyrandar

   Wind and water welcome the one who carries blood of Storms. The wind catches them when they fall, and they swim with remarkable speed. Those who possess the pure bloodline and the power of dragonshards can call on even greater powers, shaping the weather and calling on the power of the storm.

House Lyrandar has long ruled the seas. Their galleons harness air and water elementals and are faster than any mundane vessel. Control of the sea and river trade gave Lyrandar considerable power over island nations and water planets. Now they reach out to the skies. House Lyrandar controls the air in a very literal way. The Raincallers’ Guild can use their power to control the weather for its clients, but at a considerable price.

For many of its members, the Guild more than simply family or business. House Lyrandar is ambitious and often acts in what it sees as the interests of itself. Lyrandar heirs have been vying for power since the kingdom's youth, and some believe that the house could become a true leader for the Valyrians.

* **Windwright Guild:** Shipping and transportation across sea and stars.
* **Raincallers Guild:** Supplement farming communities during both floods and droughts.

## Racial Traits

* **Ability Score Increase:** Your Dexterity and Charisma scores both increase by 1. One other ability score of your choice increases by 1.
* **Sea Monkey:** You have a swim speed of 30 feet if your current race does not already grant you a faster one.
* **Windwright’s Intuition:** When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one additional d4, and add the number rolled to the ability check.
* **Storm’s Blessing:** You have resistance to lightning damage.
* **Headwinds:** You know the *gust* cantrip. When you reach 3rd level, you can cast the *gust of wind* spell once with this trait and regain the ability to do so when you finish a long rest.
* **Fey Ancestry:** You have Advantage on saving throws against being charmed, and magic can’t put you to sleep.
* **Languages:** You can speak, read, and write Common and Draconic.

## Feat: Storm Training

* The bonus dice you roll when you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle inceases by 1 size to a maximum of d10. (d4, d6, d8, d10), this stacks with boosts provided by dragonshards.
* Increase Charisma or Dexterity score by 1, to a maximum of 20.
* You learn to cast the spells *Control Water* and *Control Winds*, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spell casting Ability for these spells. You regain use of them after a long rest.

## Other Guilds

 Guild of Death Guild of Detection Guild of Finding Guild of Handling Guild of Healing Guild of Hospitality Guild of Making Guild of Passage Guild of Scribing Guild of Sentinel Guild of Shadow Guild of Storm Guild of Warding