Sorcerer
Base Class: Sorcerer

*Expanded spell list and gameplay adjustments to the Storm 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.

Tempestuous Magic

Your connection to the element of air grants you the ability to read and write Primordial. You speak in the Auran dialect and understand and can be understood by those who speak the dialects: Aquan, Ignan, and Terran.

You also learn additional spells when you reach certain levels in this class, as shown on the Tempestuous Magic table. Each of these spells count as a sorcerer spell for you, but they don'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 a conjuration or an abjuration spell from the sorcerer, druid, or ranger spell list.

Tempestuous Magic
Sorcerer Level Spells
1st create or destroy water, longstrider
3rd silence, skywrite
5th call lightning, wind wall
7th freedom of movement, control water
9th maelstrom, commune with nature

Tailwind

Starting at 1st level, you can summon gusts of elemental air to aid your movement. Doing so allows you to use the Disengage or Dash actions as a bonus action and doubles your jump distance.

Gathering Storm

At 6th level, you gain resistance to lightning and thunder damage. Whenever you take lightning or thunder damage, you gain a charge of Gathering Storm to a max of three charges. If you don't have any charges when finishing a long rest, you gain one charge.

Whenever you use the metamagic feature on a spell that deals lightning or thunder damage, you can spend a charge to gain additional effects to the chosen metamagic option as described on the Charged Metamagic table.

Charged Metamagic
Metamagic Options Charged Effects
Careful Spell Each creature you've chosen to automatically save from your spell gains an additional 5 feet of movement until the end of their next turn.
Empowered Spell For one damage die, use the highest number possible for that die instead of rerolling.
Twinned Spell Add one additional damage die to the damage roll of one attack.
Quickened Spell Immediately before or after casting the spell, you can move 10 feet. This movement does not provoke opportunity attacks
Heightened Spell Roll a d4 and reduce the creature's disadvantaged saving throw by that amount.

Backdraft

At 6th level you can use your reaction to spend 1 sorcery point to force all large size or smaller creatures of your choice within 5 feet of you make a strength saving throw. On a successful save, the target is pushed 10 feet away from you. On a failure, the target is pushed 15 feet away from you and knocked prone. 

Wind Rider

At 14th level, you 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.

Heart of the Storm

At 18th level, you gain immunity to lightning and thunder damage as well as the ability to control the weather around you.

You can use an action to cause rain, sleet, hail and snow to stop falling in a 20-ft.-radius 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.  

You may use your action and spend a sorcery point to cast control weather. Casting with this feature does not expend a spell slot and does not require materials or concentration. When changing the weather conditions as described in the spell, you may instead skip to the desired condition by spending 1 sorcery point per stage skipped on each table. (Example: Changing from Calm to Storm on the Wind Table of the spell will cost 3 Sorcerer points.) If you use an action to end the effect, die, fall unconscious, or the duration expires, the weather returns to normal as described in the spell. Once the effect ends, you can't cast in this way again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/23/2021 9:13:45 AM
8
2
--
Coming Soon
4/23/2021 9:14:02 AM
7
0
--
Coming Soon
8/22/2021 1:35:11 PM
45
12
Edit 2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes