Base Class: 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.
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Storm Spells
1st level Storm Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’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 an evocation or transmutation spell from the sorcerer, warlock, or wizard spell list.
Storm Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | ice knife, thunderwave |
| 3rd | dust devil, shatter |
| 5th | call lightning, wind wall |
| 7th | control water, storm sphere |
| 9th | control winds, destructive wave |
Wind Speaker
1st-level Storm Soul feature
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.
When you reach 3rd level in this class, you gain the ability to subtly control the weather around you.
- If it is raining, you can use an action to stop the rain falling within 20 feet of you. You can end this effect as a bonus action.
- If it is windy, you can use a bonus action to choose the direction that the wind blows within 100 feet of you until the end of your next turn. This feature doesn't alter the speed of the wind.
Tempestuous Magic
1st-level Storm Soul feature
Whirling gusts of air surround you whenever you use your magic. Immediately before or after you cast a spell of 1st level or higher, you can use a bonus action to fly up to half your speed without provoking opportunity attacks.
When you cast a spell from your Storm Spells feature, you can gain this benefit without expending a bonus action.
Heart of the Storm
6th-level Storm Soul feature
You gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals cold, lightning or thunder damage, each creature of your choice that you can see within 10 feet of you takes damage of the same type equal to your sorcerer level.
Storm Sorcery
6th-level Storm Soul feature
When you cast a spell from your Storm Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, whenever you deal damage with the spell and roll the highest number possible on one or more of the damage dice, you can choose a number of those dice equal to your proficiency bonus, roll them again, and add those rolls to the spell's damage. You can gain this benefit only once on each die.
Wind Walker
14th-level Storm Soul feature
You gain a magical flying speed of 60 feet. As an action, you can choose a number of creatures within 30 feet of you equal to half your sorcerer level. For a number of hours equal to your Charisma modifier, the chosen creatures gain a magical flying speed of 30 feet, and your flying speed is halved.
The effect ends on a creature if it is ever on a different plane to you or if you end it on that creature as a bonus action, and it ends on all creatures if you die. Once you use this feature, you can’t do so again until you finish a short or long rest.
Raging Storm
18th-level Storm Soul feature
You gain immunity to lightning and thunder damage, and resistance to cold damage.
In addition, when you are hit by a melee attack, you can use your reaction to deal cold, lightning or thunder damage (your choice) to the attacker equal to your sorcerer level. The attacker must also make a Constitution saving throw against an addition effect based on the damage you chose:
Cold. On a failed save, the attacker's movement speed is reduced to 0 until the end of its next turn. On a successful save, its movement speed is halved until the end of its next turn.
Lightning. On a failed save, the attacker drops one item it is holding, and it can't take reactions until the start of its next turn. On a successful save, the attacker doesn't drop an item, and it has disadvantage on opportunity attacks until the start of its next turn.
Thunder. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you and falls prone. On a successful save, it is pushed up to 10 feet and doesn't fall prone.
Previous Versions
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1/28/2022 1:09:29 PM
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1/28/2022 3:09:00 PM
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