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.
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.
Tempestuous Magic
1st-level Storm Socerer feature
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. If you end your turn in the air, you descend as if under the effect of feather fall.
You learn additional spells when you reach certain levels in this class, as shown on the Tempestuous Magic 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.
SORCERER LEVEL |
SPELLS |
---|---|
1st | Create or Destroy Water, Thunderwave |
3rd | Gust of Wind, Warding Wind |
5th | Call Lightning, Fly |
7th | Control Water, Storm Sphere |
9th | Conjure Elemental, Control Winds |
Storm Guide
1st-level Storm Sorcerer feature
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.
Heart of the Storm
6th-level Storm Socerer feature
At 6th level, 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. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. You can spend Sorcery points to increase the range by 10 feet per point, to a maximum distance of 30 feet.
Storm’s Fury
14th-level Storm Socerer feature
Starting at 14th level you gain a flying speed of 60 feet and the ability to hover. In addition, when you are hit by a melee attack you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the attacker is Stunned until the start of it's next turn.
Storm's Wake
18th-level Storm Socerer feature
At 18th level, you gain immunity to lightning and thunder damage. In addition, you can manifest the elemental nature of your soul to become a living storm. As an action, for 1 minute strong winds form a 30 foot radius storm centered around you, following you as you move. The area within this storm has the following effects.
- The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
- The winds extinguish unprotected flames in its area and disperse any magical or non-magical vapor, gas, and fog.
- While in this form Lightning and Thunder damage spells cast by you add one extra damage die.
- Enemies size Large or smaller that end their turn within the radius must make a Strength saving throw against your Sorcerer spell save DC, flying creatures have disadvantage on this save. On a failed save they are pushed 10 feet away from you, flying creatures are knocked prone.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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12/11/2022 12:30:35 PM
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195
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20
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4.0
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12/23/2022 11:38:24 AM
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177
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2
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4.5
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Coming Soon
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4/27/2023 11:08:16 AM
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224
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19
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5.0
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Coming Soon
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