Sorcerer
Base Class: Sorcerer

The magic of elemental air and water is on your breath and in your blood.  The wind and the sea move with you, and the clouds pour forth lightning and ice at your command. Others may grasp at parts of the storm, but none of the magic of the tempest can elude you if you are allowed to keep gathering your strength.

Storm Soul sorcerers are particularly common among tritons and the offspring of water and air genasi, but regardless of the race, they usually have the blessing or ancestry of a powerful being: a storm giant, vaati, marid, or even a deity of the Tempest domain or a primordial, but rumors sometimes swirl of a Storm Soul's connection to the archdevil Levistus.  Some are born during a perfect storm and are imbued with its magic; the storm might have originated in the Feywild or from the borders of the Elemental Planes of Air and Water.

In animistic and druidic societies, a Storm Soul seems destined to be a protector or avenger of the tribe. In port towns and on ships, these sorcerers are highly sought-after, and the bards sing of famous Storm Souls' exploits.  But in many places, they are generally treated with suspicion: many a mountain village has a local legend of a sorcerer causing disappearances in inclement weather, and in agricultural regions a Storm Soul is seen as a born troublemaker.  The rare Storm Soul in a desert may command fear, awe, and wealth.  Everywhere, you are expected to bring change.  How will you use the power of the tempest within?

Storm Magic

You have access to the Druidcraft and Thaumaturgy cantrips. If you create a sensory effect with either of these cantrips, it must be related to weather, such as a breeze, swirling dust, snowflakes, the rumble of thunder, or the smell of rain.

Starting at 1st level, you harbor a wellspring of convective power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Storm Surge die, the starting size of which is a d6.

Changing the Die’s Size. If you roll the highest number on your Storm Surge die, it decreases by one die size after the roll. This represents you burning through your potential energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest or you use Second Wind.

Conversely, if you roll a 1 on your Storm Surge die, it increases by one die size after the roll, up to its starting size. This represents you conserving convective energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Storm Surge die resets to its starting size. When you reach certain levels in this class, the starting size of your Storm Surge die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

You can use your Storm Surge die in the following ways:

Thunderous Presence. As part of an attempt to threaten another creature, you can cast Thaumaturgy, DruidcraftGustShape Water, or Prestidigitation without using verbal or somatic components, provided that you know the cantrip, and roll your Storm Surge die.  You can create up to that number of the cantrip's instantaneous effects within 30 feet and add the number rolled to your Charisma (Intimidation) check.  (You may only attempt to push one creature with Gust.)  Any effects must manifest in a way related to the weather or water, such as creating a brief fog or mist, a slight chill in the air, or the sound of a crashing wave, the howl of a gale, or a rumble of thunder.

In addition to those cantrips' instantaneous effects, you can use Thaumaturgy or Shape Water's non-instantaneous effects for one turn.  For example, with Thaumaturgy, you can cause your voice to boom three times louder than normal with a burst of air; cause flames to flicker as if blown by wind; cause a tremor in the ground or walls like they're shaken by thunder; or alter the appearance of your eyes, turning them a cloudy grey, making them flash or glow as if by lightning, or giving them the color and flow of a body of water.

Propelled by the Elements. When you make a high or long jump, you can roll your Storm Surge die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Constitution modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement. Alternatively, when you use your movement or Dash to swim or fly, you can roll your Storm Surge die and extend the distance you swim or fly by a number of feet equal to twice the number rolled plus twice your Constitution modifier, rounded down to the nearest 5-foot increment (minimum of 5 extra feet). When you use this ability, you cannot use it again until your next turn.

Calm Before the Storm. You can unlock the ability to cast a tempest-oriented spell you don’t already know. After meditating for 10 minutes (which can be done during a rest), roll your Storm Surge die, and choose a spell of a level for which you have spell slots and that is in the Storm Magic spell list. You know the chosen spell for a number of hours equal to the number you rolled. 

If the spell you select is not on the sorcerer spell list, it becomes a sorcerer spell for you, but for as many hours as you know the selected spell you must remove a sorcerer spell from your Spells Known list; the spell you remove must be of the same level as the spell you selected or higher, and it cannot be another spell you unlocked with Calm Before the Storm.

Storm Magic

Level

Spells
Non-Sorcerer Spells in Small Typeface

1

Absorb Elements, Fog Cloud, Ice Knife, Thunderwave

Create or Destroy WaterFrost FingersThunderous Smite, Zephyr Strike

2

Dragon's Breath (cold or lightning only), Dust Devil, Gust of WindSnilloc's Snowball Swarm, Warding Wind

Skywrite

3

Lightning Bolt, Sleet Storm, Thunder Step, Tidal Wave, Wall of Water

Call Lightning, Elemental Weapon (cold, lightning, or thunder only), Lightning Arrow, Wind Wall

4

Ice Storm, Storm Sphere, Summon Elemental*, Watery Sphere

Conjure Minor Elementals*, Control Water, Elemental Bane (cold, lightning, or thunder only)

5

Cone of Cold, Conjure Elemental*, Control Winds 

Commune with Nature, Maelstrom, Planar Ally (must be an elemental*)

6

Chain Lightning, Otiluke's Freezing Sphere, Investiture of Ice, Investiture of Wind

Primordial Ward, Wall of Ice, Wind Walk

7

Plane Shift**, Whirlwind

8

Control Weather, Tsunami

9

Gate**

Storm of Vengeance

* If you use Calm Before the Storm to learn these spells, any elementals summoned must not have resistance or immunity to fire, and must have at least one of the following attributes: resistance or immunity to cold or lightning, vulnerability to fire, or a swim speed.
** If you use Calm Before the Storm to learn these spells, they can only be used to connect to the following places: a home realm of a deity of the Tempest domain; the Frostfell; famously stormy realms like the Nine Hells' Stygia and Cania, the Ice Wastes and Hidden Layer of the Abyss, and Minethys; or from such a place to the Prime Material Plane.

Second Wind

At 1st level, as a bonus action, you can calm your mind for a moment and restore your Storm Surge die to its starting size. You then can’t use Second Wind again until you finish a long rest.

Sky Strike

Starting at 6th level, you have learned to augment the elemental damage of your spells.

Immediately after you cast a sorcerer spell that deals lightning, thunder, or cold damage, you can roll your Storm Surge die and also deal additional damage equal to the number rolled. The type of additional damage depends on the type of damage dealt. 

  • If the spell deals lightning damage, the additional damage is thunder damage, and the spell creates a rumbling sound that can be heard 300 feet away from anything damaged by the spell. 
  • If the spell deals thunder damage, the additional damage is lightning damage, and for one turn the spell creates a flash of bright light that illuminates everything within line of sight of anything damaged by the spell, out to 300 feet. 
  • If the spell deals cold damage, the additional damage is cold damage, and the spell creates a momentary chill in the surrounding air and water that can be felt 150 feet away from both you and anything that takes this damage.

You can deal this extra damage only once per turn.

Fluid Form

At 14th level, you are so suffused with elemental water and air that you can transform yourself into a solution of the two. As a bonus action, you can roll your Storm Surge die and spend 1 or more sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each sorcery point you spent, choosing a different benefit for each point:

  • When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.
  • You gain a flying speed equal to your walking speed, and you can hover.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
  • Your body, along with any equipment you are wearing or carrying, can flow like water or mist. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

 

Sentinel Squall

At 18th level, if your Storm Surge die is available, you can direct a localized storm to hobble nearby enemies. As a bonus action, you can magically radiate this translucent, 30-foot radius aura for 1 minute or until you’re incapacitated or lose the use of your Storm Surge die. Choose one effect:

  • You conjure a crackling aura of lightning and thunder; whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Storm Surge die and deal lightning damage to the creature equaling the number rolled plus thunder damage equal to your Charisma modifier. If the creature takes any of the lightning damage, it cannot take reactions until the start of its next turn.
  • You summon a furious, swirling blizzard; whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Storm Surge die and deal cold damage to the creature equaling the number rolled plus your Charisma modifier. If the creature takes any of this damage, its remaining speed is halved until the start of its next turn.

Whether or not a targeted creature takes damage, everything within the aura is lightly obscured from that creature until the start of its next turn.  You can use a bonus action to change which effect is active.  Once you use this feature, you cannot use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
12/5/2020 10:00:06 PM
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1.1 (Post-Tasha's)
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12/6/2020 6:57:57 PM
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