Inazuma Tempest Image
Prerequisite: Must have a lightning draconic presence
 

The manifestation of your draconic presence and the heavy onslaught towards the pursuit of knowledge, has led to a deep understanding of the storm that wells deep inside you and your ancestors. Driven by this wild urge, your magic has manifested through violent storms: concentrated lightning storms and thunderous shouts.

Born of the Inazuma

Starting at 3rd level, your abilities to control lightning manifest themselves and you may imbue yourself with the power of the storm. You can use one bonus action to spend 2 sorcery points to give yourself a fly speed equal to your land speed for 5 turns. If you are hit by an attack or spell that deals lightning or thunder damage, you can use your reaction to negate the damage done to yourself and reflect the damage back to the attacker.

Call of the Tempest

At 5th level you can now create thunder on a whim, often for the intimidation effect. You gain proficiency in Charisma and your proficiency bonus is doubled for intimidation checks. Upon rolling a 1d6 the thunder causes temporary deafness for 10 turns (odds) or nothing (evens).

Booming Sense

Starting at 7th level, you can channel lightning and thunder into your spells. You can spend 1 sorcery point to deal extra lightning damage equal to your Charisma modifier when you deal damage with a spell. You may now add an additional spell called call lightning to your sorcerer spell list.

Song of Squalling

At 14th level you are able to drastically change the weather. As an action, you can create a thunderstorm in a 100-foot radius around you. Those within the storm lose 10 feet of movement. The enemy must make a Dexterity saving throw, on a failed save, the target is struck by lightning for 2d8 lightning damage. On a successful save the creature takes half as much. In addition, you may alter the weather at will: summon or dismiss clouds, create rain, a breeze, or a light fog at any time.

Primal Storms

At 19th level may use a bonus action to surround yourself in a windstorm and embody the spirit of the storm. With the rounds equal to your spell casting ability, you have resistance to all damage except psychic and poison damage, you have 15 additional feet of movement, and all of your sorcerer cantrips deal an additional 4d8 lightning damage. A target must succeed on a constitution saving throw or be paralyzed until your next turn if they took damage from this source. Must take 3 short rests or one long rest before you can use again.

Inazuma Tempest Image

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