Base Class: Sorcerer
A rework of the storm sorcerer subclass to be more stormy and less naff
Inexperienced Mage
Due to you not knowing how to properly use your magic yet, neither have practiced it, each time that you go to cast a spell for the first time you roll on a random table of elemental related magics; after the first cast you get the knack of the spell and don't have to roll on it until another new spell is used.
Storm Speak
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 Walker
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental 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 10 feet without provoking opportunity attacks.
At lvl 5 increase distance to 15ft - At lvl 10 increase distance to 20ft - At lvl 15 increase distance to 25ft - At lvl 20 increase distance to 30ft
Storm Essence
At 6th level, you gain resistance to lightning and thunder damage. In addition, after you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you.
This eruption causes a creature of your choice that you can see within 30 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level plus con modifier.
Storm Manipulation
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 up to 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 up to 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.
You can use the winds in new ways to assist allies or yourself while falling, you gain access to the feather fall spell, this does not consume spell slots, and can be used to the amount of 1 + Wisdom modifier.
Storm Embodied
At 14th level, you gain immunity to lightning and thunder damage. In addition spells you cast ignore resistance to damage of the lightning or thunder damage type.
Storm Focus
By concentrating on the mystical energies of the storm and focusing them within, you unleash a magnified spell infused with more energy than though previously possible.
By using a bonus action and making a successful CON saving throw of DC 20; in the next combat round every spell of the lighting and thunder damage type doubles its damage (this effect stacks with a critical hit, i.e. 4x initial damage), this ability can be used once per long rest.
If you fail the DC 20 saving throw, you become overloaded and in your next turn you can only take one of the three types of action (movement /action /bonus).
Previous Versions
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5/7/2022 8:25:07 AM
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108
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Coming Soon
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6/25/2022 9:34:57 PM
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124
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3
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5
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Coming Soon
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