Base Class: Sorcerer
To control the weather the wind the lightning and the storms some might say its the power of a god or a goddess, maybe you were born from one, maybe its was something primordial like the raw power of the untamed elements, the wild beauty of a mighty storm, the extreme and unforgiving temperatures non the less you are a child of the rain, born to tame the might of the storm or unleash its fury, born to be a god or a goddess!
Storm Spells
You learn additional spells when you reach certain levels in this class, as shown on the Storm 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 evocation or an conjuration spell from the sorcerer, druid, or wizard spell list.
Storm Spells
Sorcerer Level | Spells |
---|---|
1st | druidcraft, thunderwave, fog cloud |
3rd | pass without trace, gust of wind |
5th | call lightning, lightning Bolt |
7th | ice storm, storm sphere |
9th | control winds, cone of cold |
Storm Elements
Starting at level 1 you can change permanently the base element of one Cantrip and one spell for each spell level that deals Fire, Poison and acid damage to Lightning, Thunder or Cold damage. For example Firebolt can change to (Electricbolt or Frostbolt) that deals lightning or cold damage instead of fire. Additionally you know the Transmute spell metamagic option and does not cost sorcery points when used on the modified cantrip and spells used by this feature, but the free transmute spell works only when used to change its new elemental damage for Lightning, Thunder and Cold damage.
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.
Wind 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 15 feet without provoking opportunity attacks.
You can choose to activate this feature without casting a spell by spending 1 sorcery point to use it. You can also use additional sorcery points to continue flying at a rate of 15 feet per sorcery point expended.
Weather Mastery
At 6th level, you gain resistance to lightning and cold damage.
Beginning at 6th level, when you cast any spell of 1st level or higher from your Storm Spells feature, you can cast it by expending spell points (or a spell slot) as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, you can reroll its damage dice, as though the Empowered Spell metamagic were used on it.
Alter Weather you gain the ability to control the weather in a sphere centered on you with a radius of up to 120 feet. You can use a special action once per minute during certain weather conditions. If you spend 10 minutes concentrating on controlling the weather, you can change the weather conditions around you one stage higher or lower than they currently are, as shown on the Weather Stages table. Each stage builds on the others. For example, a lightning storm would include thunder, rain, and wind, and you could use the actions associated with each of them..
Weather Stages
Stage Condition Action
1 Clear skies
2 Scattered and Windy - Choose the direction that the wind blows
3 Overcast /Raining - Cause rain to start falling / Cause rain to stop falling
4 Lightning storm - Cast Call Lightning
Call Lightning. Within a lightning storm that you have created, using Storm Sorcery to cast Call Lightning only costs 1 sorcery point, instead of 3
Heart of the Storm
At 6th level 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 15 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Wild Weather
At level 14 you gain access to 1 feature and 1 spell
- As a bonus action, wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.
At level 15 when you gain access to 8th level spells you learn the spell:
- Control Weather, which can be cast once without expending a spell slot. Once you use this action, you can’t use it again until you finish a long rest.
Fury of the Storm
Starting at 18th level, you can unleash the full might of the storm. You gain access to 1 spell: Storm of Vengeance
- When you cast Storm of Vengeance allows you to use any different effects the storm produces on any order that you like and you can have up to 2 of its effects active on the same round, unless the lightning storm is chosen which is the only active effect, until you decide to change the effect.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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7/15/2022 9:34:43 AM
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14
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2
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1
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Coming Soon
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2/21/2023 1:53:19 PM
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25
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10
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1.5
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Coming Soon
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