Sorcerer
Base Class: Sorcerer

This is a complete rework of the Storm Sorcerer origin originally created by TyranusWrex.

This brings Storm Sorcery on par with the latest Sorcerer origins complete with new spells and features. 

Storm Origin Spells

At first level, you learn specific spells awakened from your Storm blood. These are additional spells known to you and count as Sorcerer spells, but do not count against your total spells known.

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 a transmutation spell from the sorcerer, warlock, or wizard spell list.

Storm Spells
Sorcerer Level

Spells

1st

Gust, Feather Fall, Witch Bolt

3rd

Rime's Binding Ice, Shatter

5th

Call Lightning, Thunder Step

7th

Storm Sphere, Summon Elemental

9th

Cone of Cold, Maelstorm

Wind Speaker

Starting at first level, 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.

Storm Form

Additionally, at first level, your connection to the storm grants you a magical form. As a bonus action, you can take your storm form. While in your form swirls of clouds, winds, sparks of lighting, and other miniature forms of natural weather form around you and your eyes glow and spark with lighting. For the next minute, you gain the following benefits:

  • Your movement speed increases by 10 feet.

  • Your movement does not provoke attacks of opportunity

  • Whenever you cast a spell that deals lightning or thunder damage, you can choose one creature hit by your spell and they take extra lighting or thunder damage (your choice) equal to your proficiency bonus.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.

Storm Magic

At 6th level, you gain resistance to lightning and thunder damage.

Additionally, the damage portion of your Storm Form can now trigger off of spells that deal ice damage as you tap into other aspects of stormy magic. Once you learn Maelstrom, this ability will apply to that spell as well.

Storm Guide

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.

Wind Soul

At level 14, your connection to the storm grows more powerful. You gain a fly speed equal to your walking speed and can hover.

Heart of the Storm

Your connection to the storm becomes perfect. You gain the following benefits when you enter your Storm Form.

  • Powerful winds surround you in a 20 foot radius. The area is considered difficult terrain. When you activate this ability, you can choose any number of creatures within 30 feet of you to be immune to these affects.

  • Each creature of your choice that starts its turn in your storm's radius take lighting or thunder damage (your choice) equal to half of your Sorcerer level as lighting and thunder erupt from you.

  • Your resistance to lighting and thunder damage become immunity.

  • Your fly speed increases by 10 feet.

Additionally, you can choose to expend one of your uses of Storm Form to instead empower your allies. As an action, you can choose a number of friendly creatures you can see in a 30 foot radius equal to your proficiency bonus + your Charisma bonus. Those creatures gain a flying speed equal of 30 feet and can hover. This lasts for one minute.

Once you use your feature in this way, you cannot do so again until you finish a long rest.

 

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