Base Class: Sorcerer
Stormblood sorcerers inherit a magical connection to the primal forces of the sky. Lightning courses through their veins, thunder answers their call, and the winds bend to their will. While many sorcerers merely wield destructive magic, Stormbloods learn to command the storm itself—using its winds for movement, its thunder to overwhelm their foes, and its lightning to strike with devastating force. As their power grows, they become increasingly attuned to the tempest until they can briefly embody the very storm that flows through their blood.
This subclass is a homebrew playtest and may be revised based on feedback and playtesting.
Stormblood Magic
Storm Affinity
When you cast a spell that deals Lightning or Thunder damage, you can add your Charisma modifier to one damage roll of that spell. In addition, when you roll damage for a spell that deals Lightning or Thunder damage, you can reroll one damage die that rolls a 1. You must use the new roll.
Stormstride
The storm answers your movements, carrying you on sudden bursts of wind and force. Immediately after you cast a spell of 1st level or higher, you can move up to 10 feet without provoking Opportunity Attacks. This movement must follow the normal rules for your current movement type.
If the spell deals Lightning or Thunder damage, you can instead move up to 20 feet without provoking Opportunity Attacks.
Heart of the Storm
Your connection to the storm has deepened, and its power now resides within you. You gain Resistance to Lightning, Thunder, and Cold damage.
In addition, once per turn when you deal Lightning, Thunder, or Cold damage with a spell, you can cause the storm within you to erupt. Choose any number of creatures you can see within 10 feet of you. Each chosen creature takes damage equal to your Charisma modifier of the same damage type dealt by the spell.
Fury of the Skies
The destructive forces of the skies answer your call with increasing intensity. Once per turn, when you cast a spell that deals Lightning, Thunder, or Cold damage, you add your Fury of the Skies die to one damage roll of that spell.
Tempest Form
As a Bonus Action, you transform into a living storm for 10 rounds. While in this form, you gain a Fly Speed equal to your Speed and can Hover. Your movement doesn't provoke Opportunity Attacks.
When you move within 5 feet of a creature for the first time on your turn, that creature must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Intelligence modifier. On a failed save, the creature takes 2d8 Bludgeoning damage and is pushed up to 10 feet. On a successful save, it takes half as much damage and isn't pushed.
A creature can only be affected by this effect once per turn.
Once per turn while in this form, you can cast a spell that deals Lightning or Thunder damage without expending a spell slot. All other normal spellcasting rules apply.
Mastery of the Tempest
Your mastery of the storm has reached its peak. When you enter your Tempest Form, you become a true living tempest.
For the duration of your Tempest Form, you gain Immunity to Lightning, Thunder, and Cold damage. Your Fly Speed becomes 60 feet, and you can Hover.
Your Storm Passage improves as well. Its damage increases to 3d8 Bludgeoning damage, and you can affect a creature when you move within 10 feet of it instead of 5 feet.
All other rules of Tempest Form remain unchanged.
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