Base Class: Sorcerer
The Vessels of the Storm are sorcerers who have formed a direct, symbiotic relationship with the storm magic in their bodies. The bond effectively fuses the sorcerer's physicality with their arcana, allowing them to summon and fully control the thunder and lightning around them, with the only limit being their own life force. Although this effectively pushes the boundaries of a sorcerer's conventional spellcasting abilities, the storm magic in the relationship is usually considered too volatile to synergize with the other elements, meaning it is rare to see a Vessel utilize their skills for something other than storm magic. Nevertheless, Vessels are still considered to be some of the most powerful and talented sorcerers in the known world, establishing a flawless, synonymous harmony with what many would deem an erratic and unstable variable.
Tempest Spirit
Starting at 1st sorcerer level, you gain the ability to channel lightning into your physiology, creating a translucent, blue aura around yourself sustained by your life force, acting as a shield. If you are at full health when initiating combat, Tempest Spirit can be activated for the entire battle's duration but cannot be activated at any other point during combat. Tempest Spirit, when activated, grants you unique properties:
- Your spells do not use spell slots, and instead cost temporary health equal to the spell's level
- Your maximum normal health is reduced and capped to 50%, rounded up, and the amount of normal health lost is instead converted to temporary health
- You cannot gain temporary health from any outside source, but all temporary health gains stack and you keep temporary health gained prior to the combat encounter
- While you have temporary health, all incoming and outgoing spell damage is converted to lightning damage; thunder and lightning damage is unaffected
- If you are knocked out, Tempest Spirit deactivates for the remainder of the battle and requires a long rest to use again
- If you reach 0 health but still have temporary health, all current temporary health is reverted to normal health and Tempest Spirit deactivates for the remainder of the battle, resetting your maximum normal health to 100% and requiring a short rest to use again
- At the end of battle, Tempest Spirit deactivates, resetting your maximum normal health to 100% and reverting your remaining temporary health into normal health
Your normal health cannot exceed its maximum amount. So when Tempest Spirit deactivates at the end of battle, all excess temporary health is lost.
You can use a bonus action to enable/disable Tempest Spirit's shield. While the shield is disabled, all incoming damage ignores your temporary health, and all incoming and outgoing spell damage is not converted to lightning damage. However, casting spells will still drain from your temporary health.
At Higher Levels: Starting at 2nd sorcerer level, you can spend 1 sorcery point to gain 5 temporary health. Doing this costs an action.
Nerve Siphon
You have the innate ability to siphon electricity from anything that has it, including the electricity inside someone's nerves. You can cast Nerve Siphon as a leveled spell on any creature that can feel pain or has nerves within 30 feet of you, dealing 1d6 lightning damage, increasing by 1d6 for each spell level Nerve Siphon is cast as. The target creature must roll a Constitution saving throw against your spell save DC. On a failed save, you gain temporary health equal to 50% of Nerve Siphon's damage, rounded up. On a successful save, the creature only receives 50% of Nerve Siphon's damage, rounded up, and the attack does not grant you temporary health. However, Nerve Siphon cannot be cast on the same creature twice in a row nor can it be cast above 5th spell level.
You can cast Nerve Siphon on dead creatures, healing you 6 temporary health instead of dealing damage, increasing by 6 per spell level. However, you can only siphon from them within 3 minutes of their death. You can only siphon once from each dead creature. If you are aware of lightning or thunder magic in something that is not a creature, you can cast Nerve Siphon on it as if it were a dead creature. This is also possible while out of combat, except you would heal normal health instead of temporary health.
You can only cast Nerve Siphon when Tempest Spirit is active, but it does not cost temporary health to cast.
At Higher Levels: Starting at 6th sorcerer level, Nerve Siphon can be cast as a bonus action. If cast as a bonus action, Nerve Siphon is cast as a 3rd level spell, dealing 3d6 lightning damage to living creatures and healing 18 temporary health from dead ones.
Arc Tethers
Starting at 6th sorcerer level, you gain the ability to create strings made of lightning only you can control called Tethers. Tethers can be summoned by reaching out a free hand, launching a Tether out of it like a rope gun. Summoning a Tether uses an action, and during battle, costs 1 temporary health each turn for each Tether that is active. You also have the option to shoot two Tethers out of two hands, using both your action and bonus action. Tethers have the same functionality as ropes and a maximum length of 90 feet, and can be telekinetically controlled by you. A bonus action can be used to move any and all of your Tethers. Only two Tethers can be active at a time, and if a new Tether is created after two already exist, the oldest Tether is automatically destroyed and disappears. You can also destroy a Tether at any time, even if it is not your turn.
You can use a Tether to attempt to restrain a creature, counting as you moving the Tether. Attempting to restrain an unwilling creature with a Tether will force it to roll a DC 15 Strength save. On a successful save, the Tether breaks and is destroyed. On a failed save, the creature is restrained until it succeeds a Strength save or you willingly release it. Restraining a creature with multiple Tethers grants the creature disadvantage on its Strength saves, and summoning/launching a Tether towards a creature will automatically attempt to restrain it without using a bonus action.
If you do not have enough temporary health to sustain your Tethers, they are automatically destroyed.
At Higher Levels: Starting at 10th sorcerer level, you can maintain up to 3 Tethers at a time.
Lightning Orbs
Starting at 14th sorcerer level, you learn how to adjust your lightning magic to have multiple utilities. At any time, snap your fingers to summon a glowing orb of lightning at any location within 30 feet of you. You can point somewhere with the same hand to move the orb to any location within 30 feet of you, and snap your fingers again to detonate it. You can also wave your hand to throw the orb to any location within 60 feet of you, automatically detonating when it reaches its destination. Lightning Orbs can be summoned in four different colours that you choose, with each one having a different effect and sound effect upon detonation:
- Blue: Grants all creatures within 10 feet of the orb advantage on their next attack roll; Makes a quiet hum before disappearing (10 foot sound radius)
- Yellow: Grants all melee weapons within 10 feet of the orb the Overcharge buff, granting them bonus lightning damage equal to your sorcerer level on their next three successful attacks; Makes a subtle ding before exploding into a shower of yellow sparks (20 foot sound radius)
- Purple: Force all creatures within 10 feet of the orb to roll a DC 13 Wisdom saving throw, inflicting Blinded for 1 minute on a failed save; Makes a bang sound before exploding with a flash (60 foot sound radius)
- Red: Force all creatures within 10 feet of the orb to roll a DC 13 Constitution saving throw, dealing 4d8 thunder damage on a failed save; Makes a loud thundercrack and small spread of lightning bolts upon detonation (90 foot sound radius)
Lightning Orbs cost a bonus action to summon, and another bonus action to move. However, detonating and throwing orbs do not cost any actions. In addition, only one Lightning Orb can be present at a time. Summoning an orb while one is already present will destroy the old orb without detonating it.
At Higher Levels: Starting at 16th sorcerer level, striking a Lightning Orb with an attack will automatically detonate it with double the radius and disadvantage on its subsequent saving throws (if any). The range of the orbs' sounds does not change.
Plasmatic Field
Starting at 18th sorcerer level, you gain the ability to consistently expend lightning magic in a circle around you, damaging and debilitating enemy creatures and supporting ally creatures within a short radius. Plasmatic Field can be casted as a leveled spell, costing 2 temporary health to initially cast per spell level and an additional 2 temporary health for each following turn it is active, doubling on subsequent turns. In addition, Plasmatic Field cannot be cast as a cantrip and can only be cast up to 3 times every long rest. While it is active, Plasmatic Field has the following effects:
- Creates a visible, 25 foot radius blue circle made of sparks around you
- You hover 3 feet above the ground, with strong, yet inconsequential wind gusts visible under your feet
- Deals 4d6 guaranteed lightning damage per spell level to all enemy creatures within the radius, every turn
- Reduces your speed to 15 feet
- Reduces speed of all other creatures in the radius to 20 feet, and prevents them from dashing
- Enemy movement originating from outside Plasmatic Field is cancelled when entering the radius; They can still take other actions
- All enemy creatures within the radius have disadvantage on Strength, Dexterity, and Constitution saving throws
- All ally creatures within the radius have advantage on Strength, Dexterity, and Constitution saving throws
- Attacks made against you have advantage, but you are immune to Charmed and Frightened as well as lightning and thunder damage
- All incoming spells that deal lightning or thunder damage instead heal you temporary health equal to the spell's damage and have their conditions nullified
- You gain advantage on Intimidation checks
Plasmatic Field disables itself if you do not have enough temporary health to sustain it, and you must wait at least 1 turn before casting it again. You can also disable Plasmatic Field at the start of your turn.
You can only cast Plasmatic Field when Tempest Spirit is active.
At Higher Levels: Starting at 20th sorcerer level, if a creature dies while inside Plasmatic Field's radius, you automatically heal 10 temporary health. In addition, Plasmatic Field's maximum uses increases to five.
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