Base Class: Sorcerer
Your innate magic comes from the primal storms themselves. Many with this power can trace their magic back to a near-death experience caused by the Great One, 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 elemental beings such as Djinn. Whatever the case, the magic of the storm permeates your being.
Wind 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.
Windwalker
Starting at 1st 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 of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. You also gain the ability to float freely 10 feet above the ground.
Primal Magic
You gain additional spells as shown on the Primal Magic table, these spells do not count against your known Sorcerer spells and are always prepared.
Primal Magic
| Sorcerer Level |
Spells |
| 1st | create or destroy water, fog cloud |
| 3rd | dust devil, warding wind |
| 5th | call lightning, wind wall, fly |
| 7th | storm sphere, control water |
| 9th | maelstrom, control winds |
Stormblood
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, thunder damage or bludgeoning, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning, thunder damage or bludgeoning (choose each time this ability activates) equal to half your sorcerer level.
Weather Witch
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.
You can use an action cause the earth to tremor slightly and open small cracks in a 20-foot cube in an area within range that you can see.
You can use an action to alter the temperature in a 30-foot-radius sphere centered on you.
You also gain access to Prestidigitation if you did not already have it, and it can only be used to cause weather-like effects.
Storm’s Wrath
Starting at 14th level, you can deal extra lighting or thunder damage if you target a creature at least 20 feet below you with a spell that deals either lightning or thunder damage. The extra damage equals (1 + the spell's level) × your Charisma modifier.
Wind Rider
At 18th level, you gain immunity 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.
Previous Versions
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8/22/2021 10:22:12 PM
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