Base Class: Sorcerer
Your innate magic comes from the power of elemental air and water. Many with this power can trace their magic back to a familial pact with Talos or some other storm god, but perhaps you were born in the middle of a hurricane or perhaps a marid, and a djinni had something to do with your birth. Whatever the case, the magic of the storm permeates your being.
Evoke Storm
You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or conjuration spell from the druid, sorcerer, or wizard spell list
Storm Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | feather fall, thunderwave, spark |
| 3rd | gust of wind, rime's binding ice |
| 5th | lightning bolt, thunder step |
| 7th | storm sphere, control water |
| 9th | maelstrom, control winds |
Tempestuous Magic
Starting at 1st level, you gain the ability to channel the storm within you. Whenever you cast a spell of 1st level or higher that deals cold, lightning, or thunder damage you can choose to create one of the special effects listed below. Which effect triggers depends on the damage type dealt by the spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Cold. The target must succeed on a Dexterity saving throw against your sorcerer spell save DC or fall prone and have its movement speed halved until the start of your next turn.
Lightning. You cause lightning to arc off of one creature affected by the spell to another conductor within 30 feet of the creature. After the spell is cast, you teleport to the nearest unoccupied space to the conductor.
Thunder. The thunderous vibrations through the air cause a vacuum to momentarily fill the space the spell effects. Creatures of your choice targeted by the spell or in the spell's area take extra thunder damage. The amount of damage equals your sorcerer level.
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you use your Tempestuous Magic feature you can heighten the effect by spending 1 sorcery point.
Cold. The target must succeed on a Constitution saving throw against your sorcerer spell save DC or fall prone and have its movement speed halved until the start of your next turn. If the creature fails this saving throw, it can only make one attack during its next turn.
Lightning. You cause lightning to arc off of one creature affected by the spell to another conductor you can see within 30 feet of the creature. After the spell is cast, you teleport to the nearest unoccupied space to the conductor. Additionally, choose one creature affected by the spell. That creature must succeed on a Charisma saving throw against your sorcerer spell save DC or be teleported to a location of your choice within 60 feet of you. The creature teleports into the air and immediately falls taking bludgeoning damage equal to your sorcerer level.
Thunder. The thunderous vibrations through the air cause a vacuum to momentarily fill the space the spell effects. Creatures of your choice targeted by the spell or in the spell's area take extra thunder damage. The amount of damage equals your sorcerer level. Additionally, choose one creature affected by the spell. That creature must make a Strength saving throw against your sorcerer spell save DC. If it fails, you pull one object the creature is wearing or carrying to you and catch it.
Storm Guide
At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. You use this feature to either increase or decrease wind speeds by 10 miles per hour until the end of your next turn.
Storm’s Fury
Starting at 14th level, you gain resistance to cold damage. Additionally, whenever you take damage dealt by a creature, you can spend one sorcery point and use your reaction to deal cold, lightning, or thunder damage (your choice) to the creature. The damage equals your sorcerer level. The creature must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. This reaction can trigger your Tempestuous Magic and Heart of the Storm features.
Storm Soul
At 18th level, you can use your bonus action to magically transform. This transformation lasts for 1 minute. When you transform, pick one of the transformations below. Each transformation is associated with a damage type related to storms. While transformed, Tempestuous Magic does not expend uses, and Heart of the Storm does not cost you sorcery points as long as you use the damage type you transformed into. Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 10 sorcery points to use it again.
Cold. While transformed, you gain the following benefits:
- You gain immunity to cold damage.
- You ignore difficult terrain.
- Whenever you activate your Temptestuous Magic feature with cold damage and the creature fails its saving throw, you may spend two sorcery points to stun the target until the start of your next turn.
Lightning. While transformed, you gain the following benefits:
- You gain immunity to lightning damage.
- You gain a flying speed of 60 feet and can hover.
- Whenever you activate your Temptestuous Magic feature with lightning damage and the creature fails its saving throw, you may spend three sorcery points to paralyze the target until the start of your next turn.
Thunder. While transformed, you gain the following benefits:
- You gain immunity to thunder damage.
- Your speed increases to 60 feet and does not provoke attacks of opportunity.
- Whenever you activate your Tempestuous Magic feature with thunder damage and the creature fails its saving throw, you can spend three sorcery points to cause the creature to run out of air (see chapter 8 of the basic rules) until it dies or you lose concentration (as if concentrating on a spell).
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