The passion of a renegade is like a raging storm. Not one of those middling tropical storms that roll across the mega-cities every few weeks - no, like a proper category six hyper-hurricane, leveling everything in its path and leaving everyone who meets it soaking wet. Some renegades learn how to externalize that storm, using surges and localized gravity generators to mimic nature's untamed fury in the throes of their hype.
Tempest Aura
Starting at 3rd level, you emanate a tech-based aura when you get hype. This aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you get hype, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or space. Your aura's effect depends on the chosen environment, as detailed below. You can change your environment choice when you take a short or long rest.
If your aura's effects require a saving throw, the DC is 8 + your proficiency bonus + your Constitution modifier.
Desert. When this effect is activated, all other creatures in your aura suffer 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Sea. When this effect is activated, choose one other creature you can see that is within your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Space. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as your chill aura inures it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Tempest Hardened
At 6th level, your implants grant you benefits even when you are not actively hyped up. The benefits are based on your current environment choice for your Tempest Aura.
Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat. As an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Space. You gain resistance to cold damage, and you don't suffer the effects of extreme cold. As an action, you can touch water and turn a 5-foot-cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube's area.
Tempest Shielded
At 10th level, you learn to use your environment-manipulating implants to protect others. Each creature of your choice in the area of your Storm Aura has the damage resistance you gain from the Tempest Hardened feature
Category Six
At 14th level, your environment-generating implants reach their maximum potency, allowing you to lash out at your foes. The benefits are based on your current environment choice for your Tempest Aura.
Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes damage equal to half your renegade level.
Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone.
Space. Whenever the effect of your Tempest Aura is activated, you can choose one creature that you can see within your aura. The creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn.