Sorcerer
Base Class: Sorcerer

This sorcerer subclass is designed to update the Divine Soul origin to include similar features to the ones that were added to new the subclasses seen in Tasha's Cauldron of Everything. The idea is that the subclass now more specifically adds aspects of a cleric domain of your choice. This version focuses on the Tempest Cleric with additional synergistic features from Storm Sorcery. A version of the cleric domain spells have also been included. 

Sorcerous Domain Magic - Storm Tempest

1st-level Sorcerous Domain Magic feature

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose a cleric domain for the source of your divine power. You learn additional spells when you reach certain levels in this class. These spells are based on those learned by your chosen cleric domain. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Domain Spells - Storm Tempest

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 a conjuration or a transmutation spell from the sorcerer, druid, or wizard spell list.

1st lvl: shocking grasp, thunderwave, create or destroy water

3rd lvl: warding wind, shatter

5th lvl: call lightning, lightning arrow

7th lvl: control water, freedom of movement

9th lvl: destructive wave, commune with nature

 

Storm God's Favor

Starting at 1st level, the storm god guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total. Once you use this feature, you can’t use it again until you finish a short or long rest. 

Tempestuous Majik

Starting at 6th level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. If in water, this takes the form of a riptide safely pushing you. This distance increases to 15 feet at 11th level, and again to 20 feet at 15th level. 

Thunderous Impact

At 6th level, you gain resistance to lightning and thunder damage. Additionally, when you deal lightning damage to a large or smaller creature, you can also push it up to 10 feet away from you.

Cyclonic Soul

Starting at 14th level, you gain a magical flying speed of 60 feet and can hover.  

Additionally, you can call on the power of a hurricane to come to your aid. As a bonus action, or as part of the bonus action you take to activate Tempestuous Majik, you can spend 1 or more sorcery points to magically command the elements around you for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice:

  • You create a storm cloud overhead, at the beginning of your turn each round you can to cause rain to start or stop falling in a 20-foot-radius sphere centered on you. This rain can fall at a rate of up to 30 gallons a round, heavily obscuring vision of those outside the area. This also extinguishes exposed flames in the area. 
  • You can choose the direction that the wind blows in a 60-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. Additionally, you can alter the speed of the wind, even stopping it altogether if you want. If you choose to focus it on a creature or object this has the effect of the gust of wind spell.
  • You cause electric magic to erupt from you whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level plus your charisma modifier.
  • You create a whirlwind or whirlpool (if in water) that surrounds you making it harder for enemies to target you. Ranged attacks have disadvantage against you and you a gain +2 to saving throws against spells and other magical effects. You can also no longer be non-magically moved against your will, as the cyclones counteract the force. 

You can cause any or all of these effects to end early as a bonus action.

The Wrath of Thor

At 18th level, you gain immunity to lightning and thunder damage. Additionally, while under the effects of your Cyclonic Soul ability you gain resistance to all damage types, except psychic.

Lastly, you can channel Thor's Destructive Wrath and to wield the power of the storm with unchecked ferocity. When you cast a spell that deals lightning or thunder damage, you can deal maximum damage, instead of rolling.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

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