Sorcerer
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.

Storm Spells

1st-level Revised Storm Sorcery feature

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.

Storm Spells
SORCERER LEVEL SPELLS
1st Feather Fall, Thunderwave
3rd Gust of Wind, Shatter
5th Call Lightning, Tidal Wave
7th Control Water, Storm Sphere
9th Control Winds, Maelstrom

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. Doing so allows you to fly up to number of feet equal to five times your proficiency bonus without provoking opportunity attacks. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, 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.

Heart of the Storm

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.

Storm Guide

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 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.

Storm’s Wrath

Starting at 14th level, when you are hit by an 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 Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you and is knocked prone.

Storm Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 ft, a magical swim speed of 60 ft, and you can breathe in any environment. Once per short rest, as an action, you can reduce your flying or swim speed to 30 ft. for 1 hour and choose {{modifier:cha+3#unsigned}} creatures within 30 ft. to grant them flying or swim speed of 30 ft. for 1 hour, choosing the option that you reduced.

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