Base Class: Sorcerer
Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by waterborne threats.
Storm Within
Tempestuous Ascent Elemental air carries you aloft. You can fly up to 10 feet without provoking Opportunity Attacks. You can safely descend at the start of your next turn.
Arcane Tempest You whip up an arcane storm around you. Each creature within 10 feet of you must make a Strength save. On a failed save, they are pushed 10 feet away from you in a straight line.
Level 3: Storm Spells
Your connection to the storm ensures you always have certain spells ready; when you reach a Sorcerer level specified in the table, you thereafter always have the listed spells prepared.
Arcane Conductivity
Whenever you deal Lightning or Thunder damage with a Sorcerer spell that requires you to make an attack roll, you can spend 2 Sorcery Points to let your storm energy arc towards nearby targets. Choose up to two different creatures within 15 feet of the original target. Each creature must succeed on a Dexterity save or take 2d6 Lightning or Thunder damage (your choice). When your Innate Sorcery is active, you choose an additional target.
Arcane Conductivity
Whenever you deal lightning or Thunder damage with a Sorcerer spell that requires you to make an attack roll, you can spend 2 Sorcery points to let your storm energy arc towards nearby targets. Choose up to two different creatures within 15 feet of the original target. Each creature must succeed on a Dexterity save or take 2d6 Lightning or Thunder damage (your choice). When your Innate Sorcery is active, you choose an additional target.
Stormladen
You gain Resistance to Lightning and Thunder damage.
Whenever you cast a Sorcerer spell you can change it's damage to one of these types (no action required)
Heart of the Storm
Armor of Winds When you choose your Tempestuous Ascent option, you gain a +2 bonus to your Armor Class and Dexterity saving throws until the start of your next turn. if you Innate Sorcery is active, the bonus is +3 instead.
Triboelectric When you use your Arcane Tempest option, any creature that failed their save also takes 2d6 Lightning or Thunder damage (your choice). If your Innate Sorcery is active, the damage is 3d6 instead.
Wind Soul
One with the Storm You have Immunity to Lightning and Thunder damage and you have a Fly Speed of 60 feet.
Blessing of the Tempest As a Magic Action, you can reduce your Fly 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 Fly Speed of 30 feet for 1 hour. Once you use this feature, you can't use it again until you finish a Short Rest or Long Rest
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