Base Class: Sorcerer
Before there was the Gods, there was the ocean. Your innate magical power comes from the mysterious and tempestuous depths of the sea, where no mortal has explored nor comprehended. Truth be told, the origin of your powers is shrouded in mystery. Other purveyors of magic access their power from the Divine Order, the mystical creation of the Gods, but your power comes from a magic older than the Gods: that of the sea.
Storm sorcerers are excedingly rare, and their presence marks an ominous omen. Great scholars and leaders alike watch for the return of the next storm sorcerer, as their eistance serves as a message from the ancient magic that predates the Gods themselves.
Wind Speaker
You command an innate understanding of the Primordial language, which you use as your vocal component for your spells. Additionally, you gain access to the Create or Destroy Water spell at 1st level, the Control Water spell at 7th level, and the Control Weather spell at 15th level. These spells do not count against your total spells known.
Storm's Fury
Starting at first level, you can spend action you can engage the electricity in your soul to enter a fury. While this effect lasts, you gain the following effects:
- You ignore (not heal) all effects of exhaustion
- You can cast one of your sorcerer spells that has a casting time of one action as a bonus action on your turn, even if you have already cast a spell on your turn. You then suffer one level of exhaustion for each level of spell used in this way (cantrips are spell level 0). You cannot cast the same spell twice in one turn as part of this ability.
Your fury ends when you choose to dispel it or on the start of your turn when there are no hostile creatures present. When your fury ends, suffer one level of exhaustion. If your fury lasted for four or more rounds, roll a Constitution saving throw with a DC equal to 8 + the number of rounds the fury lasted for. On a failure, suffer an additional level of exhaustion. Finally, you immediately suffer the effects of any levels of exhaustion you had to begin with as well as the levels gained as a result of this effect.
At 6th level, you gain resistance to lightning and thunder damage while in fury, and at 18th level you gain immunity.
Once you use this feature, you cannot use it again until you take a short or long rest.
Wind's Grace
At 6th level, as a bonus action, you can spend 2 sorcery points to gain advantage on dexterity checks and saving throws for the next minute.
Eye of the Hurricane
At 14th level you gain the ability to spend 4 sorcery points during a short rest to heal 1d4+1 levels of exhaustion. You can only use this ability once per day.
Wind Soul
At 18th level, you gain a flying speed equal to 30 ft. During your fury, you are immune to lightning and thunder damage. Once per day, whenever you fall to 0 hit points or die, you explode, dealing 18d6 thunder damage to hostile creatures within 20 ft who fail a Constitution saving throw against your spell DC, and half as much on a success. Any creature who fails the saving throw is pushed 10 ft away from you and is knocked prone.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/6/2023 9:36:34 PM
|
14
|
3
|
--
|
Coming Soon
|
Comments