Base Class: Sorcerer
Squallers are able to manipulate air pressure in order to hurl objects or people through the air in combat. Squaller power can also be used to create acoustic anomalies. This allows sound to travel farther and more distinctly, or masks sound altogether. Summoning lightning is also a trick that Squallers can perform. However, they were not permitted to use this ability in the Darkling’s Second Army. Due to the unpredictability of its nature. Although it is unclear whether or not Squallers are now trained in this technique under the leadership of the Grisha Triumvirate.
When you take this path, all other Sorcerer spellcasting abilities are negated. The only spells you can use are spells provided by your Grisha abilities. Any Sorcerer abilities that correspond with spells, like metamagic, now apply only to Grisha ability-provided spells.
Command Air Pressure
When you choose this subclass at level 1 you can use air pressure to create strong winds. Below shows what you need to do to create and command certain wind speeds.
10 or below MPH wind: One action.
20 MPH wind: One Small Science point., and one action.
50 MPH wind, sustained or short: Two Small Science points, and one action.
70 MPH wind, sustained or short: Three Small Science points, and one action.
100 MPH wind, sustained or short: Four Small Science points and one action, and one action.
120 MPH wind, short burst: Six Small Science points, and a DC 12 spell attack roll, and one action.
120 MPH wind, sustained: Six Small Science points and make a DC 14 spell attack roll, and one action.
Command Acoustics
When you choose this subclass at level 1 you are able to send any sound across long distances, and you can disguise sound, amplify or decrease volume, or bring sound from other locations to be heard by you. The source of the sound must be in sight for accurate projection or sending.
Command Lightning
Beginning at level 6, you gain the ability to, as an action, expend one of your Small Science points to cast any of the spells listed below.
1. Lightning Bolt
2. Call Lightning
3. Chain Lightning
Small Science Points
When you choose this subclass at level 1, you start off with four Small Science points which can be used to manipulate some of your Grisha abilities. Small Science points are regained at the end of an encounter, or every ten turns
At level 4 you gain 4 more Small Science points.
Small Science Points increase again at level 8 you gain 4 more Small Science points.
Small Science Points increase again at level 12, you gain 4 more Small Science points.
Small Science Points increase again at level 16, you gain 6 more Small Science points
Apex Command, Command Atmosphere
At level eighteen you gain the ability to cast a special spell. By spending ten Small Science points, the very air around you seems to become charged with static electricity, and outward from you spreads a massive dome of supercharged atmosphere. Inside this dome, you control all aspects of the atmosphere, including air pressure and air temperature. You can also summon lightning bolts down from the sky. Any creature you choose to attack with the bolt must make a Dexterity saving throw. A creature takes 8d6 damage on a failed save, or half as much damage on a successful one. You must wait for two rounds in between lightning bolts.
Also, every four rounds, you choose any number of creatures within the dome. They must make Constitution saving throws or be knocked prone from bursts of static electricity charged up in the air.
This dome lasts for two hours, or until you are knocked unconscious or killed.
Command Lightning Storm
Beginning at level 14, you gain the ability to summon a lightning storm. You may expend three Small Science points in order to make a storm cloud appear in the shape of a Cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns, until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. You must keep concentration in order for this spell to maintain, and if you break your concentration the storm will immediately end.
Command Storm of Vengeance
Beginning at level 18, you can know cast the spell Storm of Vengeance. A churning storm cloud forms centered on a point you can see and spreads to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional Effects on Your Turn. Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3: You call six bolts of lightning from the cloud to strike six Creatures or Objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes Difficult Terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining Concentration on Spells. Finally, gusts of Strong Wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
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