Primalists who follow the Path of the Stormcaller draw their power from the primal forces of the storm, harnessing the fury of lightning and the wrath of thunder to devastate their enemies and protect their allies.
Storm's Fury
At 3rd level, you gain the Thunder or Lightning affinity (can not be switched later), additionally you can call upon the power of the storm to unleash devastating lightning strikes. As an action, you can choose a point you can see within 60 feet of you. A bolt of lightning strikes that point, forcing each creature within a 10-foot radius to make a Dexterity saving throw against your Special Save DC. A creature takes lightning damage equal to 2d8 + your Constitution modifier on a failed save, or half as much on a successful one. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Thunderous Aura
Also at 3rd level, your connection to the storm grants you a protective aura. As a bonus action, you can surround yourself with an aura of thunderous energy that lasts for 1 minute. While this aura is active, you and friendly creatures within 10 feet of you have resistance to thunder damage, and any creature that hits you with a melee attack takes thunder damage equal to your Constitution modifier.
Stormstride
At 7th level, you gain the wind affinity , additionally you can move with the speed and power of a storm. When you take the Dash action, you can move through the space of other creatures, and your movement doesn't provoke opportunity attacks. Additionally, when you move through a creature's space, you can force it to make a Strength saving throw against your Special Save DC. On a failed save, the creature is knocked prone.
Lightning Rod
At 9th level, you gain the second affinity you did not choose at level 3 (thunder or lightning), additionally you become a conduit for storm energy. As a reaction when you are hit by an attack, you can channel the energy of the strike into a burst of lightning. The attacker must make a Dexterity saving throw against your Special Save DC, taking lightning damage equal to 2d10 + your Primalist level on a failed save, or half as much on a successful one. Once you use this feature, you can't use it again until you finish a short or long rest.
Tempest's Wrath
At 13th level, you can unleash the full fury of the storm. As an action, you can create a stormy maelstrom centered on yourself, with a 20-foot radius. The maelstrom lasts for 1 minute, moves with you, and heavily obscures the area for creatures other than you. Each creature that starts its turn within the maelstrom or enters it for the first time on a turn must make a Constitution saving throw against your Special Save DC. On a failed save, the creature takes 4d6 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and isn't pushed. Once you use this feature, you can't use it again until you finish a long rest.
Eye of the Storm
At 17th level, you can harness the calm at the center of the storm. You gain immunity to lightning and thunder damage. Additionally, when you use your Storm's Fury feature, you can choose to channel it through yourself, creating a 30-foot radius storm around you. Each creature of your choice within this radius must make a Dexterity saving throw against your Special Save DC, taking lightning damage equal to 6d8 + your Constitution modifier on a failed save, or half as much on a successful one. Once you use this feature, you can't use it again until you finish a long rest.