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.
Stormborn Spells
You learn additional spells when you reach certain levels in this class, as shown on the Stormborn 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 a conjuration or evocation spell from the sorcerer, warlock, or wizard spell list.
Stormborn Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | ice knife, thunderwave |
| 3rd | gust of wind, shatter |
| 5th | call lightning, sleet storm |
| 7th | freedom of movement, ice storm |
| 9th | cone of cold, control winds |
Gathering Storm
Once per turn when you roll damage for a spell that deals cold, lightning, or thunder damage and you roll a 1 on the die, you can reroll the damage. You must use the new roll.
Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 15 feet without provoking opportunity attacks.
Heart of the Storm
At 6th level, you gain resistance to cold, lightning, and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals cold, 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 cold, lightning, or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Eye of the Storm
At 6th level, you gain the ability to harness the untamable storm.
You gain a flying speed equal to your walking speed.
In addition, as a bonus action, you can spend 1 sorcery point to end a condition affecting you that reduces your speed.
Storm’s Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal cold, lightning, or thunder damage to the attacker. The damage equals your sorcerer level and you choose the damage type. 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 20 feet away from you.
Wind Soul
At 18th level, you gain immunity to cold, 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.
Comments