Sorcerer
Base Class: Sorcerer

Storm Sorcery Features

Sorcerer Level Feature
1st Wind Speaker, Tempestuous Magic, Storm Guide
6th Heart of the Storm
14th Name of the Wind
18th Overcharged
 

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.

Storm Guide

At 1st 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.

Tempestuous Magic

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 20 feet without provoking opportunity attacks.

Heart of the Storm

When you gain this feature you may choose one damage type from lightning, thunder or cold damage. You gain resistance to the chosen damage type. At 9th and 12th level you gain resistance to another damage type of the remaining two damage types. 

When you cast a 1st level spell or higher that does lightning, thunder or cold damage you become surrounded in a tempest of wind, rain, ice, and lightning for 10 feet in all directions that lasts for 1 minute. All enemy creatures that are within the area of effect immediately take [roll]1d8+3[/roll] damage of the same damage type as the spell used to active this feature. All creatures that start their turn take an additional [roll]1d8[/roll] damage thereafter.

Name of the Wind

Starting at 14th level, you 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.

Overcharged

At 18th level, you gain immunity to lightning and thunder damage. In addition, when you should take damage from a spell that has lightning as its damage type, you become overcharged for 1 minute or until you cast the Shocking Grasp spell with lightning as its damage type.

While overcharged, lightning courses through you veins and you are under the influence of the Haste spell. Additionally, when you next cast the Shocking Grasp spell you discharge a nova of electrical energy that erupts 60 feet in all directions originating from your target. All creatures within 60 feet of the electrial discharge must make a Dexterity saving throw against your spell save DC or take [roll]10d6[/roll] lightning damage on a failed save or half as much on a success. After losing the overcharged condition, you suffer 1 point of exhaustion and cannot become overcharged again until you finish a long rest.