Sorcerer
Base Class: Sorcerer

The magic coursing through you comes from the elemental fury gives that power to great tempests, hurricanes, and blizzards. Many with this power can trace their magic back to a near-death experience caused by great and violent storms. Perhaps you were born during a howling gale or tempest so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the fury of the storm rages within you.

Storm Spells

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 a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.

Storm Spells
Sorcerer Level Spells

Cantrip

gust

1st

ice knife, thunderwave

3rd

shatter, warding wind

5th

call lightning, lightning bolt

7th

control winds, ice storm

9th

cone of cold, maelstrom

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.

Starting at 1st level, you can use a bonus action on your turn to overcharge your body with storm energy immediately before or after casting a spell of 1st level or higher. Doing so allows you to bolt to another point up to 10 feet away without provoking opportunity attacks. This can pass through other creatures, ignores rough terrain, and can move across gaps. The Gust cantrip can be included for use of this ability.

Additionally, you may use this immediately before or after casting a cantrip. However, this will leave your body feeling drained as the cantrip does not provide enough energy to fully overcharge your body. This may be used a number of times equal to your proficiency bonus. The Gust cantrip can be included for use of this ability without expending a charge.

Heart of the Storm

At 6th 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, thunder, or cold damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 15 feet of you to take lightning, thunder, or cold damage (choose each time this ability activates) equal to half your sorcerer level.

You also 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.

Also at level 6, your control over the tempest within grows. While using the Ionic Blink ability, you can now bolt to a point up to 20 feet away. The improved blink can be broken up into multiple smaller blinks totaling 20 feet but cannot be interrupted by any other action. Additionally creatures of your choice that are in the path of your blink must make a DEX saving throw or take 1d6 lightning damage or half as much on a success. This increases to 2d6 at 14th level. Affected creatures can only take this damage once.

Rising Storm

At 14th level, you gain the ability to overcharge your body to an extreme degree, gaining a flying speed equal to your current speed. As a bonus action, you can spend 1 sorcery point to activate this ability. This charge lasts for 10 minutes or until you dismiss it as a bonus action on your turn or are incapacitated.

Additionally upon activation, you trigger a modified Heart of the Storm calling down lightning on creatures of your choice within a 20 foot cylinder centered on you. These creatures take lightning damage equal to half your sorcerer level. This also prevents Heart of the Storm from activating until your next turn.

Windrunner

At 18th level, you gain immunity to lightning and thunder and a resistance to cold 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.

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