TEXT:  
  Otherworldly 
  Patron 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Raging Storm 
  A nebula of arcane power and lightning, shrouded in rain 
  and heralded by thunder, Raging Storms are ancient and 
  powerful creatures, elemental rulers from the Plane of Air. 
  The nature of a Raging Storm lends itself to chaos, and 
  patrons of this type seemingly bestow their power at 
  random. Most of these patrons are obscure and volatile, 
  leading few warlocks to seek them out. Instead, a Raging 
  Storm patron seeks out patrons of great strength and 
  determination, knowing that such an individual will prove 
  to be a powerful agent in times of tribulation. 
       Beings of this sort include A'ahtwaka, the Astral Storm; 
  Gyldiir, the Lord of the Southern Sky; Thraegost, the 
  Tempest King; Tseerylii, Queen of the Feathered Court; 
  and Vyrleek, Lady of Thunder and Vengeance. Other 
  creatures of this type that can grant mortals power include 
  noble djinn, storm giants, thunderbirds, and other powerful 
  denizens of the Elemental Plane of Air. 
  Expanded Spell List 
  Your pact with the Raging Storm allows you to choose 
  from an expanded list of spells when you learn a new spell. 
  The following spells are added to the warlock spell list for 
  you. 
  Raging Storm Expanded Spell List  
   
   
  Heart of Thunder 
  Starting at 1st level, whenever you deal damage with the 
  eldritch blast cantrip, the hex spell, or weapon attack, you 
  can choose to deal cold, lightning, or thunder damage 
  instead of the normal damage. 
       In addition, you learn the shocking grasp cantrip. This 
  cantrip is a warlock cantrip for you, and does not count 
  against your number of cantrips known. 
  Arcing Requital 
  Starting at 6th level, when you take damage from an attack 
  that originated within 60 feet of you, you can use your 
  reaction to force your attacker to make a Dexterity saving 
  throw against your warlock spell save DC. Lightning arcs 
  from your body towards the creature, and on a failed save 
  they take lightning damage equal to 1d10 + half your 
  warlock level, or half as much damage on a successful 
  save. Immediately after the attacker takes this damage, you 
  can fly 10 feet in any direction without provoking 
  opportunity attacks. If you do not end this movement on the 
  ground, you fall to the ground at the start of your next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spell Level 
  Spells 
  1st 
  feather fall, thunderwave 
  2nd 
  gust of wind, volting blade 
  3rd 
  call lightning, elemental weapon 
  4th 
  conjure minor elementals, storm sphere 
  5th 
  cone of cold, control winds 
  
   
       Once you use this feature, you can't use it again until 
  you finish a short or long rest. If you are in stormy 
  conditions or concentrating on the call lightning spell, you 
  can use this ability at will for as long as the storm endures, 
  and you do not fall to the ground at the beginning of your 
  turn. 
  Conduit of the Tempest 
  Starting at 10th level, channeling the power of the storm 
  has become second nature for you. When you cast a spell 
  that deals cold, lightning, or thunder damage, you gain 
  resistance to that type of damage for the duration of the 
  spell or 1 minute, whichever is longer. Additionally, you 
  have advantage on concentration checks for spells that deal 
  cold, lightning, or thunder damage. 
  Voice of the Raging Storm 
  Starting at 14th level, you learn to tap into the raw, 
  untamed power of the storm. As a bonus action, you can 
  transform yourself, channeling this power. For 1 minute, 
  you gain the following benefits: 
  • Your voice is magnified, booming and echoing; audible 
  from 300 feet away. 
  • Your eyes glow with electric blue energy, and lightning 
  begins to arc across your body. When a hostile creature 
  ends their turn within 5 feet of you, they take lightning 
  damage equal to 1d4 + your Charisma modifier. 
  • You can use your action to cause lightning to arc from 
  your hand and hit a creature within 10 feet of you. That 
  creature must make a Dexterity saving throw against 
  your warlock spell save DC. On a failed save they take 
  3d8 lightning damage and are stunned until the end of 
  your next turn. On a successful save they take half as 
  much damage and are not stunned. 
  • You gain a fly speed equal to your walking speed. 
       Once you use this feature, you can't use it again until 
  you finish a long rest. 
   
   
   
   
   
   
   
   
   
  New Spell 
  The following spell is available to warlocks of the Raging 
  Storm. 
  Volting Blade 
  2nd-level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You speak the ancient words and call forth a bolt of 
  lightning from the heavens and fashion it into a stormy 
  blade. This magic sword lasts until the spell ends. It counts 
  as a simple melee weapon with which you are proficient. It 
  deals 2d8 lightning damage on a hit and has the finesse, 
  light, and thrown properties (range 20/60). In addition, 
  when you are flying, or in stormy weather, you make the 
  attack roll with advantage. 
       If you drop the weapon, or throw it, it dissipates at the 
  end of the turn. Thereafter, while the spell persists, you can 
  use a bonus action to cause the sword to reappear in your 
  hand. 
       At Higher Levels. When you cast this spell using a 3rd- 
  or 4th-level spell slot, the damage increases to 3d8. When 
  you cast it using a 5th- or 6th-level spell slot, the damage 
  increases to 4d8. When you cast it using a spell slot of 7th 
  or higher, the damage increases to 5d8.  
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Raging Storm.pdf