Sorcerer
Base Class: Sorcerer

Your magic has an innate affinity for the elements found within a great storm. Whether this be by happenstance or fate, learning to control the storm that swells within you may grant you unexpected strengths

Gale-force Magic

1st-level Tempest Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Tempest 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 an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Clockwork Spells
Sorcerer Level Spells
1st magic missile, thunderwave
3rd gust of wind, misty step
5th lightning bolt, sleet storm
7th dimension door, ice storm
9th cone of cold, hold monster

Spark of Brilliance

1st-level Tempest Soul feature

At 1st level, you also gain "Spark of Brilliance": Whenever you roll a d20, you can use a Spark of Brilliance to add a d4 to the result. You can only do this once per long rest.

 

Turbulent Charge

6th-level Tempest Soul feature

At 6th level, whenever a spell you cast deals Cold, Lightning, or Force damage, you can gain a Turbulent Charge. You can have any number of these charges. You can expend a Storm Charge at any time to gain one of the following effects. Each charge lasts for a minute before dissipating away. You can drop any of the effects at will. You can expend an amount of Charges equal to Half your Proficiency modifier (rounded up) at any time during your a turn, adding 1d4 per charge used. If you would end your turn with an amount of Charges greater than your Charisma Bonus, you take 1d4 damage per charge extra charge, and loose a charge per d4 rolled.

 • You gain a flying speed equal to 5x your Proficiency bonus, and ignores 1d4 opportunity attacks, lasting for that many rounds. When this effect ends, you float down at a rate of 30ft per turn.
• You can add 1d4+Proficiency bonus to the damage your next spell causes. This can only affect the damage made to one creature, whom you get to choose. (This damage matches the spells type, and does not grant any additional Storm Charges)
•You can force the damaged creature to subtract 1d4+half your proficiency (rounded down)from it's next d20 roll.
• You can gain 1d4+Proficiency bonus temp hp

The d4 for all of these effects (including the self damage) increases to a d6 at 14th level

Storm's Ire

14th-level Tempest Soul feature

At 14th level, if you have at least 1 Turbulent Charge active, you gain Storm's Ire. Whenever you cast a spell, you may expend one Turbulent charge to ignore Lightning, Cold, or Force resistances the target might have against those types, and treat immunity as resistance. You can do so a number of times equal to your charisma modifier without ill effects (per long rest). Otherwise, you take damage equal to the level of the spell cast. (Cantrip=1)

Serenity

18th-level Tempest Soul feature

At 18th level, you've learned to channel the calmness of your magic like the calmness found at the eye of a great storm. As an action, at the beginning of combat you gain an amount of Turbulent Charges equal to your Charisma Bonus. For the remainder of combat, you can expend a Turbulent Charge when you cast a spell to prevent all effects any allied creatures would take from the spell. If the spell requires concentration or lasts for more than one round, you can spend a Turbulent Charge at the beginning of your turn to continue this effect. This feature resets on a Long Rest, or can  be reused by expending 7 sorcery points

 

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