Sorcerer
Base Class: Sorcerer

Originally designed for a sorcerer from the world of Exandria whose powers were granted to her by Kord, this subclass is designed to allow a character to harness the power of the storm while also being a more capable martial warrior than most sorcerers.

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.

Weather the Storm

Those who would wield the power of the storm must also be able to endure its harshness. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, you gain resistance to thunder and lightning damage.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Storm Herald

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.

Additionally, Call Lightning and Control Weather are added to the Sorcerer spell list for you (you must still be of the appropriate level to learn them).

Stormcaller

You can harness the power of the storm as a bonus action, magically enhancing your abilities for 1 minute. Until that minute ends, you are surrounded by swirling winds and visibly crackle with electricity and you gain the following benefits:

  • Your spells that deal thunder or lightning damage and your weapon attacks deal an additional d8 of damage. For spells, this damage is of the same type as the spell. For weapons that normally deal piercing or slashing damage the bonus damage is lightning damage and for weapons that normally deal bludgeoning damage the bonus damage is thunder damage.
  • Creatures that are normally immune to thunder or lightning damage take half the damage you deal of those types, instead of none.
  • Whenever you cast no spells on your turn using spell slots, you can add your Charisma modifier to your AC until the start of your next turn.
  • You have advantage on all saving throws against all spells and effects that would push you, pull you, or knock you prone.

Once you use this feature, you cannot do so again until you finish a short or long rest, unless you spend 5 sorcery points to use it again.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also 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.

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