Prerequisite: Sorcerer (Storm Sorcery)
As a Storm Sorcery Sorcerer you can optionally take this spell list that you gain access to at the appropriate levels in the subclass, each of the spells in this list count as a Sorcerer spell that are immediately learned, do not count against your Sorcerer spells, and cannot be learned by any other Sorcerer other than Storm Sorcery Sorcerers:
| Level Learned | Spell |
|---|---|
| 1 | Harp of Light evocation cantrip. (Sorcerer (Storm Sorcery) Meta Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute Description As an action you enter a stance as if drawing an invisible bow, from the air creating an arrow of lightning. Initially this arrow has a range of 30 ft. You may choose to begin concentrating instead of immediately attacking for up to 1 minute, gaining a stack of Poise at the start of each of your turns. For each stack of Poise the range of this attack increases by an additional 30 ft. At any point you may end concentration on this cantrip, firing an arrow in a ranged spell attack roll that deals 1d4 lightning damage on hit. The arrow then creates a trail of lightning when it lands, between yourself and stopping just short of your arrows target. All creatures within this line must succeed on a Dexterity saving throw, taking 1d8 lightning damage on a failure. At Higher Levels. The damage of the arrow and of the line of lightning increases by 1 die count when you reach 5th level (2d4 and 2d8), 11th level (3d4 and 3d8) and 16th level (4d4 and 4d8). |
| 7 | Blasted Field 4th-level transmutation. (Sorcerer (Storm Sorcery) Meta Casting Time: 1 reaction Range: self Components: V, S, A spell that requires concentration Duration: Instanteneous Description As a reaction when you would concentrate on a spell, you additionally concentrate on an aura of magnetic energy (losing concentration when you would the triggering spell). While concentrating you can magnetize objects or creatures that take lightning damage while within 40 ft. of you. Magnetize on its own is an empty status effect on creatures, doing nothing until triggered. A magnetized ferrous object up to a maximum of small sized not being worn or carried begins to orbit within 5 ft. of you for the duration of the aura. As a bonus action at the end of your turn you may choose to additionally drop concentration on this aura, upon doing so you create a wave of disturbance within a 30 ft. cone originating from you. Magnetized creatures within must make a Strength saving throw or take 2d8 lightning damage and be pulled within 5 ft of you or a ferrous object within 15 ft. of you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range of this aura increases by 10 ft. and the maximum size of magnetized objects increases by 1 size category. The damage increases by 1d8 for every slot level above 4th. |
| 9 | Tunnel of Eternity 5th-level conjuration. (Sorcerer (Storm Sorcery) Meta Casting Time: 1 action Range: 100 feet Components: V, S, Source of magical wind Duration: 1 minute Description As an action when you start your turn within 5 ft. of a source of magical wind or similar phenomenon you can direct that wind into a condensed orb of storm. You then send forth a powerful gust of wind in a 15 ft. wide 100 ft. long line that you maintain concentration on for 1 minute. This wind howls with such ferocity that the creatures caught within must make a Wisdom saving throw or be trapped within a wind tunnel, on a success instead being forced away from the wind tunnel and taking 4d8 thunder damage. While trapped within the wind tunnel, targets cannot move beyond the walls of the wind tunnel and cannot see creatures outside of the wind tunnel. A target within the wind tunnel may attempt to escape it as part of 5 ft. of their movement by making a Strength check against your spell save DC. On a failure being pushed back to the center of the wind tunnel. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher this spell requires no concentration and lasts for 1 minute. |
| 11 | Fell Call 6th-level evocation. (Sorcerer (Storm Sorcery) Meta Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instanteneous Description When a creature within 60 ft. that you can see hasn't taken any damage type but lightning, thunder, or bludgeoning damage this round, or alternatively if the creature is magnetized, you may condense and rapidly electrify your blood before firing it towards them, forcing them to make a Dexterity saving throw. If the target is magnetized, the range increases to 300 ft. and the saving throw is Charisma instead of Dexterity. On a failed saving throw, the target takes 10d6 + 20 lightning damage and becomes magnetized. If already magnetized, the creature becomes stunned until the start of their turn. If a creature is reduced to 0 hit points as a result of casting this spell, they're reduced to dust and your movement speed increases by 30 ft. until the end of your next turn. |
| 13 | Arclash 7th-level transmutation. (Sorcerer (Storm Sorcery) Meta Casting Time: 1 action Range: 30 feet Components: V, S, (a 10 ft. length of chain) Duration: 1 hour Description You create a lash of lightning whether in the form of a whip, chain, pommel or similar instrument that compliments a weapon. Whenever you take the attack action or would make a melee weapon attack as a result of casting a spell, you may additionally use your bonus action to make a melee weapon attack with the lash. On hit this attack deals 4d8 lightning damage and the target must succeed on a Constitution saving throw or additionally lose their reaction. At Higher Levels. When you cast this spell using a spell slot of 9th level If you would roll a natural 20 with this attack, the target additionally on a failed saving throw loses a limb in order of left leg, right leg, left arm, right arm, head. If a limb is lost in this way then the target gains a level of exhaustion. The damage of this spell increases by 1d8 for every spell slot level above 7th. |
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