The Furies (5e Subclass)
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The Furies are a coven of powerful, ancient demigoddess women. They have some claim on governing the wrath of the storm and the madness of women. Some women stumble upon the call of this coven and some are specifically chosen. These ancient women are referred to as the Ancients and when they bind themselves to a mortal it is usually done during a tumultuous, dark storm. Not all furies are aware of the pact, however. Rumors of mad women who trade the souls of their daughters to the furies for sanity are somewhat rare, but not unheard of.
Regardless, when the powers of a fury warlock are realized, it is usually during puberty and comes in the form of a violent storm. Girls have been known to destroy the homes of their families, even accidentally partaking in the slaying of their families, as lightnings strikes all around them when the call of the furies beckons them.
Expanded Spell List
1st: Chromatic orb (not fire or acid), feather fall
2nd: Gust of wind, warding wind**
3rd: Call lightning, sleet storm
4th: Icestorm, storm sphere**
5th: Commune with nature, cone of cold
Fury warlocks have their eldritch blasts modified. You do not deal force damage with eldritch blast; instead you deal cold, lightning, or thunder damage, your choice. You may alter the damage type each time you cast eldritch blast.
Starting at 2nd level, you gain the signature power of this pact: the fury state. You can activate this ability on your turn as a bonus action. It lasts for 1 minute. When you enter into this state, a wall of wind surrounds the space you occupy in a sphere. Melee and ranged attacks against you have disadvantage as they struggle to attack through the violent wind. Further, when you make a melee or ranged spell attack roll, apply a +2 damage bonus to any spell damage roll or ability that deals cold, lightning, or thunder damage while you are in this state. This bonus increases to +3 when you are a 9th level Warlock and +4 when you are a 16th level Warlock. Additionally, you gain a Fly speed of 20 feet while in this state. You may use this feature twice before you must take a long rest to regain the use of this feature.
Vessel of the Storm
At 6th level, whenever you cast call lightning you treat yourself as the storm of which the lightning bolts are summoned. Thus, you do not need to be in an area in which the storm cloud could fit because you are the storm cloud. Treat all other aspects of the spell as the same.
Additionally, the wind subtly bends to your will at this stage of your understanding of the storm. For a number of rounds equal to half your level in warlock (rounded down), you may use a bonus action on your turn to gain a fly speed of 10 feet. You may do so a number of times equal to your Charisma modifier before you must take a long rest to regain the use of this feature. You may reactivate this ability using a bonus action at the beginning of each of your turns to remain in the air. If you run out of uses, you fall.
At 10th level, you gain resistance to cold, lightning, and thunder damage. Additionally, natural winds as strong as Gale do not affect you unless you wish it to. You gain advantage to saving throws to resist the effects of magically summoned or created winds.
Also, you regain the use of the Fury State feature whenever you take a short rest or a long rest.
At 14th level, as an action you may sacrifice one of your Fury States to tether a storm to yourself, controlling it and dealing devastating damage. Using this ability also burns a spell slot. Your mystic storm creates a cylinder of 30 feet perimeter burst and 100 feet high. You have a damage die equal to your spell slot, unless you decide to burn a Mystic Arcanum spell, which increases the number of damage die of the storm. Each die is a d12. Out of that number of damage die, you may a lot which amount deals cold, lightning, or thunder damage. If you deal thunder damage the storm can be heard up to 300 feet away. Thus, if you use a 6th level Mystic Arcanum feature to use this feature, you have 6d12 to decide how much deals cold, lightning, or thunder damage. You must use an action to maintain this storm for up to 10 minutes. This feature requires concentration to maintain it. Additionally, you may use a bonus action to move the storm up to 30 feet, but not beyond 100 feet of your location. The center of the storm cannot move beyond your sight for more than 1 round before it dissipates. Within the storm is Strong Winds as detailed within the DMG. You may use this ability during your Fury State, or enter into a Fury State after you have activated this feature.
Once you use this feature, you may not use it again until you take a long rest.