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.
This is an attempt at buffing the Storm Sorcery subclass from the Sword Coast Adventurer's Guide.
Wind Speaker
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.
Tempestuous Magic
Starting at 1st level, you can cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a cantrip that deals lightning or thunder damage or a spell of 1st level or higher and as part of the same action. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. This distance increases to 15 feet at 5th level, 20 feet at 11th level and 30 feet at 17th level.
You also learn additional spells when you reach certain levels in this class, as shown on the Tempestuous Magic 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.
Tempestuous Magic
| Sorcerer Level | Spells |
|---|---|
| 1st | Feather Fall, Thunderclap, Thunderwave |
| 3rd | Gust of Wind, Shatter |
| 5th | Call Lightning, Lightning Bolt |
| 7th | Control Water, Storm Sphere |
| 9th | Control Winds, Maelstrom |
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage, and whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
In addition, when you cast a spell or take actions that are part of a spell (such as call lightning) that deal lightning or thunder damage to other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. You can also add your Charisma modifier to one damage roll of any spell you cast that deals lightning or thunder damage.
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.
At 15th level, you learn the control weather spell. It counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Wind Soul
At 14th level, you gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
Storm’s Fury
At 18th level, you gain immunity to lightning and thunder damage.
In addition, when you are hit by a melee attack, you can use your reaction to deal lightning or thunder damage (your choice) to the attacker. The damage equals your sorcerer level plus your Charisma modifier. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 30 feet away from you and knocked prone.
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