Great Spirit of the Storm

***Storm Spirits are wrathful in their anger and quick to it. Volatile yet honorable, these mighty tempestous beings don't often align with mortals but will for an especially dedicated companion.***

## Additional Features

As a Shaman who communes with the Great Spirit of the Storm you gain access to the following Spiritual Attunements and Totems:

### Totem of the Stormborn (5th level)

The bearer of this Totem has resistance to lightning and thunder damage. (cracked quartz and granite)

### Totem of the Thunderbird

The bearer of this Totem adds their wisdom modifier to any lightning or thunder damage they deal.

### Spirit of Rain

Spirits of rain are generous but wild. While attuned to this spirit you gain the following abilities:

* Use an action to cause rain to fall in a 30 foot radius, 100 foot tall cylinder centered at a point within 30 feet of you. Ranged attacks made in this area or through it have disadvantage, and any open flames are quenched.
* As a bonus action, quench flames you can see within 60 feet of you. This can target up to a 5 foot cube of fire.
* As a reaction or action, counter a flame-based spell by spending a spell slot. If the slot you spend is a lower level than the spell you are countering, make a spellcasting ability check (DC=10+the spell's level)
* **Avatar:** While you are in Avatar state you are surrounded by but are unaffected by the effects of *Sleet Storm* for the duration.

### Spirit of Hail

Spirits of hail are cruel and violent. While attuned to this spirit you gain the following abilities:

* Use an action to cause hail to fall in a 30 foot radius, 100 foot tall cylinder centered at a point within 30 feet of you. Ranged attacks made in this area or through it have disadvantage, and all creatures must make a constitution save, taking 1d6 bludgeoning and 1d6 cold damage on a failed save and half as much on a success.
* Use an action to launch a ball of ice at a target within 60 feet, making a ranged spell attack and dealing either 2d6 cold or 2d6 magical bludgeoning damage on a hit.
* **Avatar:** While you are in Avatar state you are surrounded by but are unaffected by the effects of *Ice Storm* for the duration, the effects of which take effect at the start of each of your turns.

## Subclass Features

As a Shaman who communes with the Great Spirit of the Storm you gain access to the following subclass features:

### Channel the Storm

As an action at 5th level, you may invoke the Storm Spirit to call a bolt of lightning to a point you can see within 1,000 feet. All creatures within 5 feet of that point must make a dexterity save, taking 3d6 lightning and 3d6 thunder damage on a failed save and half as much on a success. This feature cannot be used indoors, and only a umber of times equal to your proficiency bonus per long rest.

### Storm's Friend

At 10th level, stormy energy is kinder to you. You gain resistance to lightning and thunder damage.

### Mighty Storm

Beginning at 15th level, you can control the weather. As a 10-minute ritual of unbroken concentration, you can change clear weather to stormy weather. While you concentrate on this storm, you can use your Channel the Storm ability at will and it deals an extra 1d6 damage of each damage type. If you lose concentration on this storm, it clears up in 1d4 hours.