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.
Sky Tongue
1st-level Storm Sorcery feature
The arcane magic you command is infused with elemental air. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a flying speed. It can understand your words, though you have no special ability to understand it in return.
Squall Shield
1st-level Storm Sorcery feature
The tempest within you with has awoken. You lean the gust cantrip. If you already know this spell, its first effect becomes the following:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
In addition, when you reach 3rd level in this class, you learn the Warding Wind spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can cast the gust cantrip as a bonus action.
Eye Of The Storm
6th-level Storm Sorcery feature
You learn to magically strike your enemies with storms. You gain resistance to lightning and thunder damage.
In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. Creatures of your choice that you can see within 10 feet of you must make a Dexterity saving throw against your spell save DC or take lightning or thunder damage (choose each time this ability activates) equal to your sorcerer level.
Tailwind
14th-level Storm Sorcery feature
You learn to manipulate the wind to carry you across the sky. You can use an action to gain a magical flying speed of 60 feet. This lasts until you’re incapacitated, you die, or you dismiss it as an action.
You can’t fly this way while wearing armor or wielding a shield.
Weather's Wrath
18th-level Storm Sorcery feature
You gain immunity to lightning and thunder damage.
As a bonus action, you can channel the stormy essence of nature for 1 minute. For the duration, any creature you deal thunder or lightning damage to with a spell of 1st level or higher must make a Constitution saving throw against your spell save DC. On a failed save, the creature is stunned until the start of its next turn. On a successful save, the creature is not stunned.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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