Bender Nature: Storm

Focuses on the use of Lightning, Thunder damage and changing the weather.

## Features

### Volts

Starting at 1st level, when you deal lightning or thunder damage, you can add a bonus to the damage rolls equaling your Wisdom Modifier.

Additionally you have proficiency with Navigator's tools.

### Insulation

Reaching 3rd level, you have resistance to lightning and thunder damage. This turns into immunity at 8th level.

Additionally when you cast a spell or use an ability that deals lightning or thunder damage you can apply one of the following effects as a bonus action:

* The target is Incapacitated until the end of your next turn
* The target is deafened until the end of your next turn

You can use this ability equaling your proficiency bonus per long rest.

### Decibels

Upon reaching 6th level, once per long rest, as an action you can choose a number of creatures equal to your proficiency bonus within 30ft of you and grant them resistance to lightning and thunder damage for 1 minute. This turns to immunity at 14th level.

Additionally, when you deal lightning or thunder damage, you can ignore resistance to that type, and treat immunity as resistance.

### Conductor

Upon reaching 10th level, you can transfer electricity or sound damage to another creature. Whenever you are hit by lightning or thunder damage, you can instead transfer that damage to a target that you can see within 30ft of you. If that target were to also take lightning or thunder damage from the same ability, it does not stack extra damage. Alternatively, if a creature is subject to an attack that does Lightning or thunder damage, you can choose to redirect that damage to yourself. You use this ability equal to your constitution modifier per long rest (min of 1)

Additionally, your immunity to lightning and thunder damage cannot be bypassed. You are immune to all effects that would reduce your lightning and thunder immunity in any way. This does not apply to the resistance/immunity you can grant allies.

### Subsonic Shift

Upon reaching 17th level, your movement speed is increased to 60ft. Additionally, instead of walking, you can teleport up to your movement speed to an unoccupied space you can see rather than walking.

Additionally, you gain the following effects:

* You cannot be targeted by an attack of opportunity.
* You can dodge as a reaction.
* You gain a +5 bonus to initiative.

## Spell List

### Cantrips (0th Level)

* Gust - You seize the air and compel it to create one of the following effects at a point you can see within range:
* Lightning Lure - You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you.
* Shocking Grasp - Lightning springs from your hand to deliver a shock to a creature you try to touch.

### 1st Level Spells

* Absorb Elements - The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
* Chromatic Orb - You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range.
* Expeditious Retreat - This spell allows you to move at an incredible pace.
* Longstrider - You touch a creature. The target's speed increases by 10 feet until the spell ends.
* Thunderous Smite - Your weapon rings with thunder that is audible within 300 feet of you
* Thunderwave - A wave of thunderous force sweeps out from you.
* Witch Bolt - A beam of crackling, blue energy lances out toward a creature within range

### 2nd Level Spells

* Blindness/Deafness - You can blind or deafen a foe.
* Blur - Your body becomes blurred, shifting and wavering to all who can see you.
* Gust of Wind - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration.
* Pass without Trace - A veil of shadows and silence radiates from you, masking you and your companions from detection.
* Shatter - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
* Silence - For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range.

### 3rd Level Spells

* Call Lightning - A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you.
* Gaseous Form - You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration.
* Haste - Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
* Lightning Bolt - A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
* Sending - You send a short message of twenty-five words or less to a creature with which you are familiar.

### 4th Level Spells

* Conjure Minor Elementals - You summon elementals that appear in unoccupied spaces that you can see within range.
* Freedom of Movement - For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
* Locate Creature - You sense the direction to a creature's location, as long as that creature is within 1,000 feet of you.
* Storm Sphere - A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range.

### 5th Level Spells

* Conjure Elemental - You call forth an elemental servant.
* Control Winds - You take control of the air in a 100-foot cube that you can see within range.
* Far Step - You teleport up to 60 feet to an unoccupied space you can see.

### 6th Level Spells

* Chain Lightning - You create a bolt of lightning that arcs toward a target of your choice that you can see within range.
* Wind Walk - You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud.

### 7th Level Spells

* Whirlwind - A whirlwind howls down to a point on the ground you specify.

### 8th Level Spells

* Control Weather - You take control of the weather within 5 miles of you for the duration.
* Power Word Stun - You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded.

### 9th Level Spells

* Storm of Vengeance - A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet.