Weather Wizard (Aeralcrest Graduate)
Medium humanoid (any race), typically neutral
CR 4 (1,100 XP)
Armor Class: 13 (mage armor) or 10 without it
Hit Points: 38 (7d8 + 7)
Speed: 30 ft.
STR 8 (–1)
DEX 14 (+2)
CON 12 (+1)
INT 16 (+3)
WIS 14 (+2)
CHA 12 (+1)
Saving Throws: Int +6, Wis +5
Skills: Nature +6, Arcana +6, Insight +5, Perception +5
Senses: passive Perception 15
Languages: Common, Primordial (Auran or Aquan), one other
Proficiency Bonus: +3
🔮 Spellcasting
The Weather Wizard is a 5th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Weather Wizards specialize in air and water magic and practice precise control.
Cantrips (at will)
Gust, Shape Water, Mage Hand, Message, Prestidigitation
1st level (4 slots)
Mage Armor, Fog Cloud, Feather Fall, Thunderwave
2nd level (3 slots)
Gust of Wind, Levitate, Shatter
3rd level (2 slots)
Call Lightning, Tidal Wave (from Elemental Evil Player’s Companion)
(OR replace with Sleet Storm if needed)
⚡ SPECIAL ABILITIES
Weather Sense
The Weather Wizard can predict natural weather patterns with near-perfect accuracy for the next 24 hours. They have advantage on checks to navigate storms or interpret weather signs.
Controlled Winds (Recharges after Short or Long Rest)
As an action, the wizard creates a deliberate, controlled burst of wind in a 15-foot cone.
Creatures in the area must succeed on a DC 14 Strength save or be pushed 10 feet and knocked prone.
Loose objects are scattered, and ranged weapon attacks in that cone have disadvantage until the wizard’s next turn.
Localized Calm (2/day)
As an action, the wizard suppresses winds and waves in a 30-foot-radius sphere centered on themselves (or a point within 30 ft.) for 1 minute.
This negates difficult terrain caused by rough water and grants advantage to any checks made to control or steer a ship.
This ability cannot be used on land—it requires bodies of water or open-air currents.
Environmental Compliance
Weather Wizards will not (and legally cannot):
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alter weather beyond their controlled radius
-
change winds near the shoreline
-
create major weather events
Unless they are breaking the law.
(If they do, their spells may be upgraded—your call as DM.)
🧭 ACTIONS
Quarterstaff
Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6–1) bludgeoning damage, or 4 (1d8–1) with two hands.
Air Blast (Recharge 5–6)
Ranged Spell Attack: +6 to hit, range 60 ft., one target.
Hit: 12 (3d6+2) force damage and the target must make a DC 14 Strength save or be pushed 10 feet.
(A nonlethal alternative to Thunderwave—used on scary seas and unruly deckhands.)
🌊 REACTIONS
Wind Cushion
When the wizard or a creature within 10 ft. would take falling damage, the wizard can reduce the damage by 3d6 using a quick burst of controlled air.
🌫️ Typical Tactics
Weather Wizards are support specialists, not frontline combatants.
In battle they:
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use Fog Cloud or Gust to reposition
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cast Call Lightning or Shatter from distance
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control movement with Gust of Wind
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avoid melee at all costs
-
use Localized Calm if fighting near water
-
aid allies rather than dominate the battlefield