The Vex arrive in a storm so intense he can feel their very presence ripple across his skin, bringing with them lightning and ozone and the flash of bronze plated armor. Even here, mired within the overwhelming wrongness that pervades the inscrutable mechanism that was once Mercury, the power that shifts them through space and time stands out in its invasiveness. He dislikes Mercury.
He dislikes the manner in which its insidious, loyal reality inserts itself into his mind with viral force. The planet itself is an ontological corruption, and the Vex units that inhabit it, if that is the proper word, are seemingly inexhaustible agents of the infection. Even so, frustration will get him nowhere. He has tests to run, results to collect, and for the moment, Vex to kill.
Normally, he is happy to obliterate them with a web of electricity or a strike of negatively charged ions from his palm, but in this case there are too many, and he curses in frustration as a minotaur forces him to take cover. He weighs his options, analyzes his avenues of attack—and at last decides that, quite simply, he has no desire to waste time with bullets.
Power floods through him and he answers Vex lightning with his own, his body rising from the ground with the sheer force of the current running through him. Fire from energy cannons envelops him, but with a thought he appears behind the Vex lines, arc Light flashing from his hands, from his being, reducing them to smoking ash. The storm lasts until all have been destroyed, and he emerges from his trance tingling, breathing heavily, tranquil again.
Back to work. He laughs—maybe he is not so unlike the Vex, after all. More will come, as they always do. His colleagues ask him how he can stand to work here, within the corruption, without relief. There was a time when he would have struggled to explain, but now the answer comes easily: he understands that all around him a storm is raging, and to find peace, to survive, he must embrace the storm within.

Unleash Your Storm
The essence of the Stormcaller is the equilibrium between the calm and the storm. This Warlock discipline not only requires the fortitude to channel all the raw rage of an untrammeled thunderhead, but the inner stillness to remain in control of oneself while doing so. Whereas other Warlocks commit themselves wholly to deep attunement to the void or unconditional embodiment of solar glory, Stormcallers exist in a perpetual state of tension, a practiced balance not all can achieve. Only those able to attain and inhabit the eye of the storm can wield the surging, thunderous arc energies of the stormtrance without being overwhelmed.
Abide in Stillness
Many Risen are attracted by the power of the Stormcaller’s abilities, but even highly capable Warlocks sometimes lack the kind of resilience and focus necessary to access that power. Often Stormcallers are not Warlocks who deliberately pursued the Stormcaller’s path, but those who discover a deep reserve of inward calm in a moment of storm-tossed stress. Becoming a Stormcaller requires an intuitive experience of self-insight—something no amount of careful study or diligent practice can produce.
Recommended Exotics
Weapons: Cloudstrike, Tlaloc
Armor: Mantle of Battle Harmony, Preparedness Rigging
Class Features
As a stormcaller, your superclass is Warlock and your Power is derived from the Light. You gain the following class features.
| Level | Proficiency Bonus | Features | Max Charges | Power Level |
|---|---|---|---|---|
| 1st | +2 | Arc Charges, Tactical Power | 2 | 1st |
| 2nd | +2 | Arc Grenade Powers, Living Arc | 2 | 1st |
| 3rd | +2 | Harmony Within, Stormcaller Mastery, Super Power • Master of Wind • Master of Lightning • Master of Thunder | 4 | 1st |
| 4th | +2 | Ability Score Increase, Support Power | 4 | 1st |
| 5th | +3 | Extra Attack | 6 | 2nd |
| 6th | +3 | Archetype Feature | 6 | 2nd |
| 7th | +3 | Aspects of the Stormcaller | 8 | 2nd |
| 8th | +3 | Ability Score Increase | 8 | 2nd |
| 9th | +4 | — | 8 | 3rd |
| 10th | +4 | Archetype Feature | 10 | 3rd |
| 11th | +4 | Ionic Trace | 10 | 3rd |
| 12th | +4 | Ability Score Increase | 10 | 3rd |
| 13th | +5 | — | 12 | 4th |
| 14th | +5 | Additional Aspect | 12 | 4th |
| 15th | +5 | Elementary Particles | 12 | 4th |
| 16th | +5 | Ability Score Increase | 12 | 4th |
| 17th | +6 | — | 14 | 5th |
| 18th | +6 | Archetype Feature | 14 | 5th |
| 19th | +6 | Ability Score Increase | 14 | 5th |
| 20th | +6 | Boundless Energy | 14 | 5th |
| Optional: Become Prismatic |
Hit Point Stats
Shield die: d10
Shield recharge roll: (1d10 per Power level) + your Power modifier
Maximum Overshields: 5 times your Power level
Shield points at 1st level: 10
Shield points at higher levels: add 6 (or 1d10) for each level after first
Health points at 1st level: 10 + your Constitution modifier
Health points at higher levels: add your Constitution modifier for each level after first, minimum +0
Starting Proficiencies
Armor: Light, medium
Weapons:
- Simple Melee Weapons: all
- Martial Melee Weapons: small blades, standard blades, polearms
- Martial Ranged Weapons: Combat bows
- Simple Firearms: all
- Martial Firearms: breech grenade launchers, fusion rifles, light machine guns, linear fusion rifles, shotguns, trace rifles
Toolkit: Electronics toolkit
Saving Throws: Dexterity and Wisdom
Skills: One Wisdom-based skill of your choice, and any two other skills of your choice
Power Stats
Power ability score: Wisdom
Power modifier: your Wisdom modifier
Power level: see nightstalker table
Power save DC: 8 + your proficiency bonus + your Wisdom modifier
Power attack modifier: your proficiency bonus + your Wisdom modifier
Power saving throw: make a Wisdom saving throw
Warlock’s Prowess
As a Risen Warlock, you are proficient in the Arcana skill. Additionally, your control over the Power you channel allows you to carefully craft the range of its effects. You may give a number of creatures equal to 1 + your Power modifier immunity against the damage and effects of your Powers whenever you cast them (minimum 1 creature). You must choose which creatures receive this benefit when you cast a Power, but you may change which creatures receive this benefit on your turn.
Also, when performing a standing jump, you can extend the distance of your jump by a number of feet equal to your Power modifier, or twice as much when performing a running jump. You must become grounded before you can extend a jump’s distance in this way again. It still costs 1 foot of movement for every foot you jump, as normal.
Arc Charges
You are a natural conduit for arc Light, and you store that excess Light in the form of arc charges. You can spend these charges to empower yourself through various means, your options for which are detailed at the end of this class description. You cannot perform an option if you don’t have enough arc charges to spend, nor if you are Incapacitated. You may take multiple options at a time, but you may not take the same option more than once on a turn.
Maximum Charges and Recovery. You have a maximum number of charges based on your level in the stormcaller class, as shown in the Max Charges column of the stormcaller table.
At the start of each of your turns, you regain one arc charge. However, if you have not spent any arc charges since the start of your previous turn, you regain two charges instead. You regain all arc charges when you complete at least a brief rest.
Concentrating on Arc Charge Options. If you spend arc charges on an option that requires concentration, you cannot regain arc charges while concentrating on it. You cannot begin concentration on an option if doing so would reduce you to 0 charges, and if you fall to 0 charges while concentrating on an option, you immediately lose concentration.
Attack Rolls and Saving Throws. If you spend arc charges on an option that calls for an attack roll or saving throw, use your Power attack modifier or Power save DC respectively.
Tactical Power
At 1st level you gain your tactical Power, which you cast by spending a tactical Power charge. You have one tactical Power charge, and the maximum you can have is one. Choose one of the following tactical Powers to learn now.
Ball Lightning
Casting Time and Type: 1 action, tactical Power
Range: self
Recharge die and score: d6, 6+
Duration: Instantaneous
You create a ball lightning phenomena and push it forward in a line up to 20 feet long. When it stops, all creatures within 5 feet of its ending point must make a Dexterity saving throw. A creature takes 2d8 arc damage on a failed save, or half as much on a success. The line for this Power can travel through most forms of cover, but is blocked by 1 inch of metal or glass, 3 inches of stone, or 6 inches of wood or dirt.
At Higher Levels. The number of dice you roll for this Power increases as you reach higher levels. It becomes 3d8 at 5th level, 4d8 at 11th level, and then finally 5d8 at 17th level.
Thunderstrike
Casting Time and Type: 1 attack, tactical Power
Reach: equal to the reach of your unarmed strikes
Recharge die and score: d6, 5+
Duration: Instantaneous
You thrust out a free hand, and a bolt of arc Light leaps from your fingertips toward a target within reach. Make a melee Power attack roll, adding your Power level to the roll for this. On a hit, the target takes 1d6 + your Power modifier in arc damage.
At Higher Levels. The number of damage dice you roll for this Power increases by one at 5th level (2d6), then increases by one again at 11th level (3d6) and 17th level (4d6).
Living Arc
Even only at 2nd level, your Light is already sensitive to the arc energy that animates living things. When you focus, you can perceive subtle fluctuations in the living arc within creatures and which naturally permeates spaces. As a bonus action, you can hone in on these fluctuations, granting yourself bioscanners (10 feet) for the next minute. If you already had bioscanners, this increases the range by 5 feet instead.
Arc Grenade Powers
Also at 2nd level you gain your grenade Power, which you cast by spending a grenade Power charge. You have one grenade Power charge, and the maximum you can have is one. You learn the Arcbolt, Pulse, and Storm grenade Powers now. If you opt to learn a new grenade Power when your proficiency bonus increases, you choose from the arc grenade Power list.
Arcbolt Grenade
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 7+
Duration: Instantaneous
You throw a grenade of arc Light at a hard surface within range, causing three bolts of arc Light strike out from the impact site. Choose up to three unique creatures that are within a 10-foot line-of-contact with the impact site. Each creature must make a Constitution saving throw, taking 2d10 + your Power modifier in arc damage on a failed save, or half as much on a success. A creature that fails its saving throw also has its speed reduced to 0 until the end of their next turn.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d10 for each Power level you are above 1st.
Pulse grenade
Casting Time and Type: 1 action, grenade Power
Range: 30 feet
Recharge die and score: d8, 7+
Duration: Instantaneous
You throw a compacted ball of arc Light at a hard surface within range, and it rapidly explodes upon impact. All creatures within a 5-foot radius sphere must make a Strength saving throw. A creature that fails its saving throw takes 3d6 arc damage and is pushed back 10 feet, where it falls Prone. A creature that succeeds takes half as much damage and is not pushed back.
At Higher Levels. This grenade’s damage increases by 1d6 for each Power level you are above 1st.
Storm Grenade
Casting Time and Type: 1 action, grenade Power
Range: 15 feet
Recharge die and score: d8, 8+
Duration: Instantaneous
You throw a heavy compacted ball of arc Light at a hard surface within range. Upon impact, the grenade unleashes a lightning storm. All targets within 10 feet of the impact site must make a Dexterity saving throw, taking 2d6 explosive arc damage on a failed save, or half as much on a success.
At Higher Levels. When you cast this grenade Power at a Power level of 2nd or higher, increase the amount of damage you roll by 1d6 for each Power level you are above 1st.
Harmony Within
By 3rd level, you’ve cultivated a natural inner calm and peace of mind that keeps you centered and focused. Instead of sleeping, you can enter a deep meditation for 4 hours each day. While meditating, you may experience dreamlike visions or practice mental exercises. When you complete your meditation, you have advantage on saving throws to end conditions causing you to be Blinded, Charmed, Deafened, Frightened, or Poisoned for the next 24 hours.
Stormcaller Mastery
At 3rd level, you must decide which fork of the stormcaller’s path you wish to walk. Choose Master of Lightning, Master of Wind, or Master of Thunder, which are detailed at the end of this class description. Your choice grants you unique features as you level up in this class.
Super Power
When you reach 3rd level, you learn to cast your super Power, which you do by spending your super Power charge. You have one super Power charge. Regardless of any other features, traits, exotic items, or other sources, you may never have more than one super Power charge. Choose one of the following super Powers to learn now.
Chaos Reach
Casting Time and Type: 1 action, super Power
Range: 60-foot sweeping line
Recharge die and score: d20, 18+
Duration: Instantaneous
With free and empty hands, you summon a torrent of arc Light and focus it into a 60-foot sweeping line. All creatures of your choice within the area must make a Dexterity saving throw, taking 5d6 + your Power modifier in arc damage on a failed save, or half as much damage on a success.
At Higher Levels. Increase the damage of your Chaos Reach by 2d6 for each Power level you are above 1st.
Stormtrance
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 20+
Duration: Concentration, up to 1 minute
You channel a raw current of arc Light through your body. While concentrating on this Power, your base walking speed increases by 10 feet and you hover 1 foot off solid surfaces, allowing you to ignore nonmagical difficult terrain that does not reach high enough.
Shield Alignment. While concentrating on this Power and wielding nothing, your energy shields are considered arc-aligned.
Lightning Wave. As an action, you may reduce your remaining rounds of duration on this power by 2 in order to thrust your hands forward, expelling arc Light in a wave that fills a 20-foot cone. All targets in the area must make a Constitution saving throw, taking 3d10 + your Power modifier in arc damage on a failed save, or half as much on a success.
At Higher Levels. Increase the amount of damage dice rolled for the Lightning Wave action by 2d10 for each Power level you are above 1st.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Support Power
Beginning at 4th level, you learn to cast your support Power, which you do by spending a support Power charge. You have one support Power charge, and the maximum you can have is one. Choose one of the following support Powers to learn now.
Empowering Rift
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You create a vortex of Light that swirls in a flat 5-foot radius circle on the ground beneath your feet, centered on you. Until the start of your next turn when the rift dissipates, creatures of your choice standing within the circle are always considered Empowered (rank 1). A creature Empowered in this way immediately stops being Empowered if they leave the area of the circle.
You can only have one rift support Power ongoing at a time (either Healing or Empowering). If you cast a new rift support Power, the effects of any other ongoing rift support Powers instantly end for you.
At Higher Levels. This Power grants Empowered (rank 2) starting at 7th level, and then it grants Empowered (rank 3) when you reach 14th level.
Healing Rift
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You create a vortex of Light that swirls in a flat 5-foot radius circle on the ground beneath your feet, centered on you. All Risen creatures standing in the circle may regain shield points equal to 1d8 + your Power modifier. Until the rift dissipates at the start of your next turn, Risen creatures who enter the area of your rift for the first time on a turn may also recover 1d8 + your Power modifier in shield points. Once a Risen creature has received shield points from any rift you cast, they cannot do so again until you cast a new rift.
You can only have one rift support Power ongoing at a time (either Healing or Empowering). If you cast a new rift support Power, the effects of any other ongoing rift support Powers instantly end for you.
At Higher Levels. The amount of d8s you roll for this Power increases by one when you reach 7th level (2d8), and then it increases by one again when you reach 14th level (3d8).
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action with a non-Power weapon on your turn. Attacks with Power weapons may only benefit from this feature if the weapon’s description explicitly allows it.
Aspects of the Stormcaller
At 7th level, you gain one of the following Aspect features of your choice. You can’t choose an option more than once, even if you later get to choose again.
Arc Soul
You and all creatures who benefit from a stormcaller support Power you cast also gain an arc soul afterwards, detailed after this aspect description. For instance, a creature receives the arc soul after recovering shields from a Healing Rift, or it receives an arc soul after becoming Empowered from an Empowering Rift.
The option to grant a creature an arc soul for benefiting from your support Power lasts for the duration of the support Power, but the duration of the arc soul itself is separate. However, once a creature receives an arc soul, it cannot do so again until the start of your next turn.
ARC SOUL
An arc soul is a tiny, glowing yellow orb of Light, no bigger than a small coin. It hovers over a creature’s shoulder for up to 1 minute. While a Risen creature has an arc soul, its base walking speed increases by 10 feet (to a maximum total of 45 feet). The creature also spends no movement to begin Aiming.
Limitations. A creature cannot have more than one soul of any type at a time. If a creature gains a type of soul while it already has one, it chooses if it will lose its current soul to gain the new one. A creature also loses its arc soul if it becomes Incapacitated.
High Voltage. A creature with an arc soul may choose to have the soul deal 2d4 arc damage to one target of its choice within 10 feet. The creature can do this on its turn, or as a reaction at any time in initiative. After dealing damage or when the duration ends, the soul dissipates and its effect ends early.
At Higher Levels. The amount of damage the soul does increases by 2d4 at 11th level (4d4 total) and then again at 17th level (6d4 total).
Electrostatic Mind
When you reduce a hostile creature to 0 hit points with damage from a stormcaller Power, you may spend a use of this Aspect to gain Overshields. You have a number of uses equal to your Power modifier (minimum 1 use). You regain all uses when you complete a long rest.
Lightning Surge
You learn the Lightning Surge tactical Power, shown next.
LIGHTNING SURGE
Casting Time and Type: 1 action, tactical Power
Range: self
Recharge die and score: d6, 6+
Duration: Instantaneous
You teleport up to an unoccupied space you can see within 10 feet, calling a storm of arc Light around you when you rematerialize. All targets within 5 feet of you must make a Dexterity saving throw, taking 3d8 arc damage on a failed save, or half as much on a success. A target that fails this saving throw is also Paralyzed until the end of their next turn.
At Higher Levels. The damage of this Power becomes 4d8 starting at 11th level, then it becomes 5d8 at 17th level.
Ionic Sentry
You learn the Ionic Sentry grenade Power, shown below.
Casting Time and Type: 1 action, grenade Power
Range: 30 feet (mortar)
Recharge die and score: d8, 7+
Duration: Up to 1 minute
You throw a knot of arc energy onto an unoccupied within range, which blossoms into a medium sized arc sentry that hovers 1 foot off the ground, remaining in place for the duration of the power.
Immediately upon creation of your sentry, all targets within 5 ft of the impact point must make a Constitution saving throw, becoming Blinded for 1 minute on a failure. A Blinded creature can’t benefit from extraordinary senses and may repeat the saving throw at the end of each of its turns, ending the condition on itself early on a success. A creature who succeeds on its saving throw, or for whom the effect ends, is immune to being Blinded in this way for 24 hours.
At the end of each of your turns, the sentry will attack one creature of your choice within 20 feet of its position. Make a ranged Power attack roll. On a hit, the creature takes 2d4 + your Power modifier in arc damage.
At Higher Levels. The damage your sentry deals increases by 1d4 for each Power level you are above 2nd.
Ionic Trace
Starting at 11th level, your grasp on the flow of arc energies grows firm, enabling you to allow your lightning to return to you. If a hostile creature is reduced to 0 hit points within 10 feet of you, you can regain a number of arc charges equal to your Power modifier. Once you recover arc charges in this way, you can’t do so again until the start of your next turn.
Additional Aspect
At 14th level, you may choose a second stormcaller Aspect.
Elementary Particles
When you reach 15th level, your ability to remain clear-minded in any situation grants you proficiency in all saving throws.
Boundless Energy
At 20th level, you are a perpetual conduit for the natural arc energy that pervades space. You can draw upon it to replenish your Light almost like drawing breath to fill your lungs. As a bonus action on your turn, you may regain all spent arc charges. Once you use this feature, you must complete a long rest before you can use it again.
Stormcaller Masteries
Every stormcaller learns to embody the full fury of the storm, but each chooses which attributes to master. Your chosen mastery determines the course you will take on the stormcaller’s path, shaping your training and leading you to develop different abilities as you grow more proficient in channeling your chosen aspect of the storm.
You embody the raw destructive power of lightning. From a distance your Light is a beautiful, awe-inspiring spectacle, but anything in reach of the lightning surging through your fingers beholds only crackling terror. You channel the fury of your summoned storm from an epicenter of unswerving focus, guiding its wrath from one target to the next.
Arc Web
Even at 3rd level, your arc Light is so voluminous it often jumps to additional targets. Whenever you damage one or more targets with a stormcaller Power, you may choose one of the damaged targets. That target, as well as a number of targets equal to your Power modifier (minimum 1) who are within 10 feet of it, each take 2 arc damage. This effect happens after resolving the casted stormcaller Power.
The damage this feature causes increases to 3 arc beginning at 11th level, then to 4 arc at 17th level.
Jolted Start
Beginning at 6th level, you have advantage on initiative rolls.
Quickened Power
At 10th level, choose either all stormcaller tactical Powers you know, all stormcaller grenade Powers you know, or all stormcaller support Powers you know. Those Powers all have their recharge value reduced by 1 for you. If you learn a new stormcaller Power of the same type in the future, that Power also has its recharge value reduced by 1 for you.
Discharge
When you reach 18th level, the arc storms you summon become superlatively energetic. When you roll damage for a stormcaller super Power, you may spend 10 arc charges to automatically deal the maximum damage for that Power.
You embody the shattering power of gale-force winds. Whether pointedly directed or swept wide to wipe clean a whole battlefield, your Light is a mighty tempest, as if all the wind and thunder of a howling hurricane bend to your will.
Voltaic Residue
At 3rd level, your mastery of the storm’s winds has deepened, and your advancement along the path of the stormcaller brings you to a new understanding of the current. When you use an arc charge option on your turn, you also gain the benefits of the Disengage action.
Pulsewave
At 6th level, you can invoke your Light with the quickness of stormwinds in moments of need. If you take an amount of damage that reduces you to half your shield points or less, but you still have at least 1 health point remaining, you may invoke this feature to trigger a pulsewave of wind-heightened speed. All creatures of your choice within 15 feet of you can double their base walking speed on their next turn. They are also considered to be under the effects of the Disengage action while they have this bonus speed.
You must regain at least 1 energy shield point before you may use this feature again.
Galvanism
Starting at 10th level, the amplitude of your internally circulating arc Light surges in protective resonance at moments of danger. When you fail a saving throw, you can spend 2 arc charges to re-roll that saving throw once. You can choose to use either result.
Subliminosity
Beginning at 18th level, summoning a storm is like remembering your true self. It feels restorative and invigorating, even in especially perilous moments. When you cast your super Power on your turn, you may make a shield recharge roll. The amount you roll may be applied as health points first, with any leftover going to your energy shield points.
In addition, whenever you invoke your Pulsewave feature, you and all creatures affected by it may make a shield recharge roll. Like normal, whenever a Risen creature makes any shield recharge roll, they must wait until the start of their next turn before they may do so again.
You embody the bone-shaking power of rolling thunder. Where you step, the thunder descends—and when you let fall those crackling bolts, even an army can’t stand against you.
Feedback
At 3rd level, you learn to let your Light flow around those that surround you, like thunderbolts finding their path through the sky. If you start your turn with at least two creatures within 10 feet of you, you can immediately regain a tactical Power charge, and stormcaller tactical Powers you cast gain an additional damage die until the end of your turn.
Echoing Thunder
Starting at 6th level, you are so attuned to your inner thunder that you can lash out with it like a natural reflex. Whenever you would normally be able to make an opportunity attack, you may instead cast a tactical Power with the invoking creature as either the target or the center of effect, whichever is more appropriate.
Electronet
Beginning at 10th level, as a bonus action on your turn, you may create an aura of paracausal difficult terrain which lasts until you complete at least a brief rest or until you are Incapacitated, whichever happens first. The aura is a 10-foot radius sphere, is centered on you, and always moves with you. You may use this feature a number of times equal to your Power level (minimum once). You regain all spent uses when you complete a long rest.
Amplitude
At 18th level, the range of your Feedback feature increases to 15 feet, and the radius of your electronet aura also increases to 15 feet. Also, you can take up to two reactions in a round, instead of only one. Your second reaction may only be spent on opportunity attacks.
Arc Charge Options
Options are listed alphabetically. Some options are limited to certain stormcaller archetypes and are listed separately.
BOLT
Costs 1 charge
When you make a successful weapon attack, you may spend arc charges to increase the weapon’s damage by 1d6 arc. The damage die size you roll for this arc charge option increases by one at 5th (1d8), 11th (1d10), and 17th stormcaller level (1d12).
INDUCTION
Prerequisite: 5th level
Costs 6 charges
Taking this arc charge option on your turn causes the casting time of your stormcaller grenade Powers to become 1 attack until the end of your turn.
OVERRIDE
Costs 3 charges
You touch a digital lock, one that has not been equipped to resist Light interference, and override its function, allowing you to instantly unlock it for the next 6 seconds.
RECHARGE
Costs 2 charges
You extend the life of a common battery or power cell by a number of hours equal to your Power modifier. Because of the paracausal nature of Light, you can use this arc charge option even on a non-rechargeable battery or power cell. Regardless, the battery or power cell becomes irrevocably destroyed when its Light-induced life ends.
REFRESH
Cost varies
When you make a Power recharge roll, you may spend arc charges to grant yourself advantage on the recharge roll. The amount of arc charges you spend is determined by the type of recharge roll you’re making: 2 charges for melee or grenade, 3 charges for class, or 4 charges for super.
ZAPLIGHT
Costs 1 charge
You create a tiny orb of blue light no bigger than a small coin. For the next hour, this orb hovers over your shoulder and shines paracausal bright light in a 10-foot radius sphere, and dim light 5 feet beyond that. You can dismiss this orb at any time (no action cost). Creatures of your choice in the area of the bright light can benefit from your Harmony Within feature as if they met the conditions of the feature.
As a Master of Lightning, you may spend arc charges in the following ways, in addition to the normal option list shared by all stormcallers.
MAGNITUDE INCREASE
Prerequisite: 5th level
Costs 4 charges
When you cast a stormcaller grenade, you may spend arc charges to increase the damage die size of the grenade by one for that cast.
FARADAY CAGE
Prerequisite: 9th level
Costs 4 charges
After taking damage that reduces you to half your hit points or less, you may spend arc charges to cause all creatures of your choice within 5 feet to take an amount of arc damage equal to your Power modifier. You cannot enact this option if damage you take reduces you to 0 hit points first.
IONIC BLINK
Prerequisite: 13th level
Costs 8 charges
On your turn, you may spend arc charges to teleport to an unoccupied spot you can see within 10 feet, taking all carried and worn equipment of your choice with you. You can halve the arc charge cost of this option by using your bonus action to enact it instead.
As a Master of Wind, you may spend arc charges in the following ways, in addition to the normal option list shared by all stormcallers.
ARC ARMOR
Prerequisite: 5th level
Costs 4 charges
You touch a creature you can see and its AC increases by 2 until the start of your next turn. It also ignores the effects of critical hits scored against it during this time.
OVERCHARGE
Prerequisite: 9th level
Costs 6 charges
Concentration, up to 1 minute
As an action, you can imbue any willing creature you can touch with a surge of arc Light. For the duration, the creature’s base walking speed is doubled, it has a bonus +2 to its AC and advantage on Dexterity saving throws, and it gains 10 temporary arc charges. These arc charges are kept in a separate pool. Once on each of its turns, the creature can spend a number of these temporary charges to take an additional action. The number of charges the creature spends is determined by the additional action the creature takes. A creature can only benefit from the Overcharged arc charge option from one source at a time.
- 1 Arc Charge: Dash, Disengage, Hide, or Use an Object.
- 3 Arc Charges: Make one non-Unwieldy weapon attack, reload a weapon that requires an action to reload.
- 4 Arc Charges: Cast a non-super Power, make one Unwieldy weapon attack.
- 8 charges: Cast a super Power.
WINDSWIFT
Prerequisite: 13th level
Costs 8 charges
On your turn, you may spend arc charges to grant yourself the effects of the Dash or Dodge action.
As a Master of Thunder, you may spend arc charges in the following ways, in addition to the normal option list shared by all stormcallers.
BOOM BURST
Prerequisite: 5th level
Costs 2 charges
Whenever you deal damage to a target with a stormcaller Power, you may spend arc charges to cause the target to have to make a Strength saving throw. If it fails, it is your choice of either knocked back 10 feet or knocked Prone. You may affect multiple targets at a time with this arc charge option, but you must spend charges for each target.
RISING STORM
Prerequisite: 9th level
Costs 6 charges
When you roll damage for a stormcaller Power, you may spend arc charges to add an additional damage die to the damage roll. However, you take the same amount (1dX) as recoil damage.
Beginning at 11th level, you may use this arc charge option to add up to two additional damage dice (and take 2dX recoil damage). At 17th level, you may add up to three additional damage dice (and take 3dX recoil damage).
BLINDING FLASH
Prerequisite: 13th level
Costs 8 charges
If you reduce a hostile creature to 0 hit points with arc damage, you may spend arc charges to cause all creatures of your choice within 5 feet of the defeated target to have to make a Constitution saving throw. A creature is Blinded for the next minute if they fail.
A Blinded creature can’t benefit from extraordinary senses and may repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to being Blinded in this way for 24 hours.
