Sorcerer
Base Class: Sorcerer

Primordial Speaker
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.

Light-footed

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Tempestuous furie

At level 6, you gain resistance to lightning and thunder damage. Also, every time you start casting a level 1 or higher spell that inflicts lightning or thunder damage, stormy magic sprouts from you. This gives the spell a damage bonus equal to you sorcerer level.

Heart of the tempest

At level 6, you gain the ability to create a small magic cloud that floats above you, allowing you in a reduced way to control the weather around you. As an action and maintaining your concentration for 1 minute or more, on a 15 foot tall cylinder with a 20 foot radius centered on you, you can generate one of the weather conditions shown in the table. You can end any of these effects as a bonus action.

climatic condition effects caused by weather

Cloudy

The cloud obscures the entire area below it.

stop the rain

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.

Rain

Rain cuts visibility ranges in half, resulting in a -4 penalty on perception and investigation checks. In addition to automatically extinguishing the flames without protection. Ranged weapon attacks and listening controls have a -4 penalty. The falling water is equivalent to 10 gallons of water for 1 minute.

Storm
(At 10th level)

Rain is accompanied by lightning that can pose a danger to any creature that falls within range (especially those with metal armor)
upon entering the range of the storm each creature launches d%, if the result is d%<25 (d%<50 if you are wearing metal armor) you will be struck by lightning. Each lightning deals damage equal to you sorcerer level.

 

You can use this feature multiple times equal to its Charisma modifier (minimum of once), and it recovers all spent uses when an extended break ends.

Soul of the wind

At level 14, gusts of elemental air surround you and as the wind moves around you change direction depending on your trajectory, you get a flight speed of 60 feet and you can also float.

Stormtrance

At 18th level, you gain immunity to lightning and thunder damage.

Also, as an action, you can enter a trance that releases the storm within you, giving you extraordinary abilities.
For 1 minute, you get the following benefits:

  • While you are in a trance, thunder and lightning bolts surround your body that give you resistance to all kinds of damage, except psychic damage.
  • While in a trance, he has advantage in constitution saving throws that are made to maintain the concentration of any spell.

You can use this feature multiple times equal to your Charisma modifier, and it recovers all used uses when a long rest ends.

 

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Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Primordial Speaker
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.

Tempestuous furie

At level 6, you gain resistance to lightning and thunder damage. Also, every time you start casting a level 1 or higher spell that inflicts lightning or thunder damage, stormy magic sprouts from you. This gives the spell a damage bonus equal to you sorcerer level.

Heart of the tempest

At level 6, you gain the ability to create a small magic cloud that floats above you, allowing you in a reduced way to control the weather around you. As an action and maintaining your concentration for 1 minute or more, on a 15 foot tall cylinder with a 20 foot radius centered on you, you can generate one of the weather conditions shown in the table. You can end any of these effects as a bonus action.

CLIMATIC CONDITION EFFECTS CAUSED BY WEATHER

Cloudy

The cloud obscures the entire area below it.

stop the rain

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.

Rain

Rain cuts visibility ranges in half, resulting in a -4 penalty on perception and investigation checks. In addition to automatically extinguishing the flames without protection. Ranged weapon attacks and listening controls have a -4 penalty. The falling water is equivalent to 10 gallons of water for 1 minute.

Storm
(At 10th level)

Rain is accompanied by lightning that can pose a danger to any creature that falls within range (especially those with metal armor)
upon entering the range of the storm each creature launches d%, if the result is d%<25 (d%<50 if you are wearing metal armor) you will be struck by lightning. Each lightning deals damage equal to you sorcerer level.

 

You can use this feature multiple times equal to its Charisma modifier, and it recovers all spent uses when an extended break ends.

Soul of the wind

At level 14, gusts of elemental air surround you and as the wind moves around you change direction depending on your trajectory, you get a flight speed of 60 feet and you can also float.

Stormtrance

At 18th level, you gain immunity to lightning and thunder damage.

Also, as an action, you can enter a trance that releases the storm within you, giving you extraordinary abilities.
For 1 minute, you get the following benefits:

  • While you are in a trance, thunder and lightning bolts surround your body that give you resistance to all kinds of damage, except psychic damage.
  • While in a trance, he has advantage in constitution saving throws that are made to maintain the concentration of any spell.

You can use this feature multiple times equal to your Charisma modifier, and it recovers all used uses when a long rest ends.

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