Climatact Mastery
At 3rd level, you gain proficiency with the Climatact. Additionally, you learn to transform a simple quarterstaff or bo-staff into a Climatact. The transformation process requires 2 DT and 10,000 Berri worth of materials. Once transformed, the weapon retains its original properties and gains the additional abilities of the Climatact.
You gain access to the following weather manipulation techniques, and add your proficiency bonus to the damage rolls of these techniques:
Heat Ball: As a bonus action, you can create a small, localized area of heat. Choose a target within 30 feet. The target must make a Dexterity saving throw against your Special DC, taking 1d6 + your proficiency bonus in fire damage on a failed save, or half as much damage on a successful one. The damage increases to 2d6 + your proficiency bonus at level 6, 3d6 + your proficiency bonus at level 11, and 4d6 + your proficiency bonus at level 17.
Cool Ball: As a bonus action, you can create a small, localized area of cold. Choose a target within 30 feet. The target must make a Dexterity saving throw against your Special DC, taking 1d6 + your proficiency bonus in cold damage on a failed save, or half as much damage on a successful one. The damage increases to 2d6 + your proficiency bonus at level 6, 3d6 + your proficiency bonus at level 11, and 4d6 + your proficiency bonus at level 17.
Thunder Ball: As a bonus action, you can create a small, localized area of electrical energy. Choose a target within 30 feet. The target must make a Dexterity saving throw against your Special DC, taking 1d6 + your proficiency bonus in lightning damage on a failed save, or half as much damage on a successful one. The damage increases to 2d6 + your proficiency bonus at level 6, 3d6 + your proficiency bonus at level 11, and 4d6 + your proficiency bonus at level 17.
Weather Stealth
At 7th level, you can use your Climatact to manipulate the weather around you, aiding in your stealth. When you use your Cunning Action to hide, you can also create a fog or obscure the area around you in a 15-foot radius, granting you advantage on Dexterity (Stealth) checks for the next minute. The fog moves with you and obscures vision for anyone trying to target you. Starting at level 13, this fog imposes disadvantage on attack rolls made against you while you are hidden in it.
Elemental Strikes
At 10th level, your mastery of the Climatact allows you to imbue your attacks with elemental energy. Once per turn when you hit a creature with a weapon attack, you can choose to deal an additional 1d8 + your proficiency bonus in fire, cold, or lightning damage (your choice) to the target.
Additionally, you may impose one of the following effects (Dex save against your Special DC):
Fire: The target is ignited, taking 1d6 fire damage + your proficiency bonus at the start of each of their turns (for 1 minute or until extinguished).
Cold: The target’s movement speed is reduced by 10 feet until the end of their next turn.
Lightning: The target is stunned until the start of their next turn.
At 17th level, the bonus damage increases to 2d8 + your proficiency bonus, and you may choose two elements to imbue into the attack. (edited)
Weather Manipulation
At 14th level, you can now control the weather in a more significant way. As an action, you can use the following techniques without expending Energy. You add your proficiency bonus to the damage rolls of any techniques that deal damage:
Summon Storm: You create a storm cloud in a 60-foot radius centered on you. Choose a point within range. Each creature within 10 feet of that point must make a Dexterity saving throw against your Special DC, taking 4d10 + your proficiency bonus in lightning damage on a failed save, or half as much damage on a successful one. The damage increases to 5d10 + your proficiency bonus at level 17.
Fog Creation: You create a 30-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for up to 1 hour or until a wind of moderate or greater speed disperses it. This fog also grants advantage to stealth checks while inside, and enemies have disadvantage on perception checks against you.
Gust Blast: You create a line of strong wind 60 feet long and 15 feet wide. Each creature that starts its turn in the line must succeed on a Strength saving throw against your Special DC or be pushed 20 feet away from you in a direction following the line and knocked prone.
You can use these techniques a number of times equal to your proficiency bonus, and you regain all uses after a long rest.
Tempest Master
At 17th level, you have become a true master of the weather. You can use your Climatact to create a powerful weather-based attack. As an action, you can unleash a Tempest Strike in a 40-foot radius centered on you. Each creature in the area must make a Dexterity saving throw against your Brawl DC, taking 10d6 + your proficiency bonus in lightning damage, 10d6 + your proficiency bonus in cold damage, and 10d6 + your proficiency bonus in fire damage on a failed save, or half as much damage on a successful one.
Once you use this feature, you gain two levels of exhaustion and can’t use it again until you finish a long rest. Additionally, any structures in the radius that aren't secured take massive environmental damage.