Base Class: Sorcerer
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
Storm 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.
Ionic Blink
Starting at 1st level, you can use a bonus action on your turn to call upon the storm within to ionically charge yourself, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to teleport up to 15 ft.
Stormcaller Magic
1st-level Stormcaller feature
You learn additional spells when you reach certain levels in this class, as shown on the Stormcaller Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Stormcaller's Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | Thunderwave, Sanctuary |
| 3rd | Lesser Restoration, Shatter |
| 5th | Call Lightning, Lightning Bolt |
| 7th | freedom of movement, Storm Sphere |
| 9th | greater restoration, wall of force |
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 20 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Storm Guide
At 6th level, you gain the ability to subtly control the weather around you.
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. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.
Ionic Discharge
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Ionic Convergence
At 14th level You are immune to Lightning and Thunder Damage. You also 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.
Chaos Reach
At 18th level You call forth a surge of Lightning. The Chaos Reach is an attack that has a reach of 80 ft in a 5 ft line that deals 8d8 lightning damage. the targets affect by the attack must make a Con Save or be paralyzed. You can’t use this feature until you finish a long rest.
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