Sorcerer
Base Class: Sorcerer

A Seasinger is a member of a group of sorcerers that inhabit a chain of islands far to the west. Referring to themselves as 'Children of the Storm', they are able to wield the power of the Western Sea itself, being able to manipulate the winds and waves around their homeland. In addition to their innate talents in the arcane arts, they are renowned throughout the region for their sailing and navigational abilities, and their ships are famous for their speed and sturdiness.

The Seasingers have not always had these innate arcane abilities, rather they were once a migrant people of sailors and fishermen who happened upon the region thousands of years ago. Their people lived a prosperous and peaceful existence on the islands, rich in natural resources and beauty, but this was not destined to last...

A thousand years ago, an event called 'The Great Sundering' occurred when a terrible darkness, only referred to as 'The Maelstrom' is said to have risen from the depths of a bottomless chasm beneath the waves, and it tore a path of death and destruction through the homeland of the Seasingers. Erasing every village and razing every holdfast, the once proud people were laid low by this seemingly unstoppable devastation. In their desperation, they prayed to their old gods of wind and water and of sky and sea, to carry them through this darkness and stop the annihilation of their people.

Their prayers were answered as an individual among them was born with the 'Blessing of Storms'; the power to control the wind and waves and to wield the power of the Storm itself. This sorcerer, known only to history as 'The Stormbourne', is said to have lead the Seasingers through this time of strife, passing on their arcane knowledge to their people, and defeating the darkness, banishing it back from whence it came beneath the waves.

Though the Maelstrom was defeated, it came at the cost of the Stormbourne's life and the unity of the Seasingers. While the power of storms lived on through the Seasinger people, the unity brought about by the Stormbourne shattered into tribalism due to petty feuds and power struggles between different factions. Fragmenting into the nine clans that still exist to this day, the Seasingers were scattered across the various islands of their homeland never again attaining the prosperity they had once achieved.

It is said that if 'The Maelstrom' should ever return, a powerful Seasinger will rise once again to unite the clans to defeat the coming darkness and take up the mantle of 'Stormbourne, Lord of Wind and Waves, of Sky and Sea, Sorcerer of Storms'.

Child of the Storm

You gain the following origin spells at the sorcerer level listed. Origin spells do not count against your Sorcerer Spells known. If you have an origin spell that is not on the Sorcerer spell list, the spell is nonetheless a Sorcerer spell for you.

Sorcerer Level Spell
1st  wind tunnel, water pulse
3rd gust of wind, warding wind
5th lightning bolt, tidal wave
7th storm sphere, watery sphere
9th control winds, maelstrom 

 

Song of the Storm

At the 1st level, when you choose this origin you learn the secret of infusing your spells with the power of the Stormbourne.

When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can affect the target with the Song of the Storm until the end of your next turn or until you attack a different creature with this feature.

Once per turn when you cast a cantrip, you can trigger this effect if that cantrip deals water, lightning, thunder, or wind damage. Doing so subjects the target to the appropriate additional effect below (you choose the effect to use if more than one effect applies):

Water Damage: If the affected target takes water damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
Lightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
Thunder Damage: If the affected creature takes thunder damage from your spell, the target also becomes deafened and is knocked prone.
Wind Damage: If the target is moved by your spell, increase the distance it is moved by 15 feet.

Additionally, you can spend 1 sorcery point per spell level to apply the Song of the Storm to a spell higher than a cantrip. Ex: You can spend 3 sorcery points to have Song of the Storm effect on your casting of a level 3 spell.

Aspect of the Sea

At 6th level, you gain resistance to water damage.

You also gain the ability to defend yourself or a designated target by momentarily conjuring a watery shield. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.

Aspect of the Sky

At 14th level, you gain resistance to bludgeoning, piercing, and slashing damage from all spells, but not from physical attacks. You also gain resistance to wind damage.

You can use your action to summon an Air elemental. You can use this ability once. At the 18th level, you gain an additional use to either summon another Air elemental or summon a Water elemental. You regain expended uses when you finish a short or long rest.

While the Air elemental is alive, you gain an additional 10ft of movement, and when you take a Dash action on your turn, the maximum height and distance of any jump you make is doubled for the turn.

While the Water elemental is alive, you gain an additional use of Aspect of the Sea.

Might of the Tempest

At 18th level, you have attained a mastery over the wind and waves and are able to manifest the storm that resides in the heart of all Seasingers.

You gain immunity to lightning and thunder damage. 
You can choose a spell to imbue with the power of the storm, adding 2d6 elemental (wind, water, lightning) damage at the cost of all your movement for that turn. This counts as an action. This added damage ignores all saves corresponding to the imbued spell.

You 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.

The range of a single cantrip of your choice is doubled.

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