Sorcerer
Base Class: Sorcerer

These sorcerers are intimately connected to the winds and skies, wielding the power of air and storms. They command the very currents of the atmosphere, harnessing the force of the wind to control the battlefield and unleash devastating spells.

Airborne Step

Starting at 1st level, your connection to the wind grants you heightened agility and mobility.

As a bonus action, you can use your Sorcery Points to cast the jump spell without expending a spell slot or requiring material components. The number of Sorcery Points you spend determines the level of the spell.

Additionally, when you fall, you can slow your descent; as a reaction, you can cast the feather fall spell without spending a spell slot. Once you use this feature, you cannot use it again until you complete a short rest.

 

Windborn Gift

At 1st level, you gain the ability to manipulate the winds around you. As a bonus action, you can spend one spell slot to create a minor gust of wind within 5 feet of you. This gust has the following effects:

  • It extinguishes any unprotected flames in its area.
  • It pushes away small objects or small and tiny creatures that are not held down, causing them to move up to 10 feet away from you.
  • It grants advantage on saving throws against gases, fumes, or other airborne hazards in its area.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Zephyr Dance

At 6th level, you gain enhanced resilience and agility from your affinity with the winds.

Whenever you take damage, you can use your reaction to activate Zephyr's Resilience. Until the start of your next turn, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. Once you use this feature, you can't use it again until you finish a short or long rest. You gain an additional use of this feature at level 11th, and one more at level 17th.

In addition, your movement speed increases by 10 feet, and you can move through the space of any creature that is of a size larger than yours.

And as a bonus action, you could take the Disengage action.

 

Zephyr's Wrath

At the 14th level, your connection to the elemental forces of wind and storms reaches its pinnacle. Whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, you can unleash the raw power of the tempest that resides within you. As part of casting the spell, you can choose to amplify its effects.

Choose one of the following options:

  • Thunderous Blast: Add 2 dice of damage to the spell. These are dice of one type that the spells use. 
  • Storm Surge: The spell's range is doubled, and creatures within the area of effect have disadvantage on saving throws against the spell.
  • Galeforce Burst: The spell's area of effect is increased by 10 feet, and affected creatures have their movement speed reduced by 10 feet until the end of their next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest.

Eye of the Storm

At the 18th level, you become one with the tempest. You gain the following benefits:

  • You have resistance to lightning and thunder damage.
  • When you cast a spell of 1st level or higher that deals lightning or thunder damage, you can choose to spend a number of Sorcery Points equal to the spell's level to regain spell slots of the same level or a combination of lower spell slots level. 

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