Base Class: Sorcerer
(A variant of Storm Sorcery subclass.)
You come by your magic through a special connection with Kord, the Stormlord.
Kord's Mouthpiece
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Additionally, once per long rest you can imbue your voice with the sound of a tempest (Kord's Yell), allowing you to add +1 to intimidation checks for 1 minute. At level 4, when you've gained the Tempest's Guide feat, this ability can be used without the long rest penalty.
One with the Storm
You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells count as a sorcerer spell for you, but don't count against the total number of sorcerer spells you know.
Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Son of the Storm
At 1st level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes every creature that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
At 6th level, after gaining the Tempest's Guide feat, you gain the ability to control the stormy magic that naturally erupts from you. Now only creatures of your choosing take damage equal to your sorcerer level.
Tempest's 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. This feature doesn't alter the speed of the wind.
Additionally, your newfound control over the tempest inside you means you can now choose who is damaged by Father of the Storm, and Storm Speaker's intimidation bonus no longer requires a long rest.
Kord's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker 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.
Kordian Soul
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Previous Versions
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