Sorcerer
Base Class: Sorcerer

The soul of the Tempest is reflected in the rising storm. As the inner storm grows within the sorcerer the storm outside gains in strength. The longer the Tempest is accessing his/her magical forces the more intense the storm outside of them grows until they become the embodiment of the storm. Each new level of intensity unlocks a new level of power.  

Storm Knowledge

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.

The sorcerer also innately knows how to manipulate the forces attuned to the storm gaining additional spells that do not count against their spell number limit. For the purpose of these spells they are altered by the Tempest's nature and will be considered a sorcerer spell using Charisma as the casting ability score. 

Additionally, the sorcerer can take control of the weather within 5 miles for up to 8 hours. The sorcerer must be outdoors to cast this spell. Moving to a place where they don’t have a clear path to the sky ends the spell early. When the sorcerer utilizes this ability, they change the current weather conditions, which are determined by the GM based on the climate and season. They can change precipitation, temperature, and wind. It takes 1D4 × 10 minutes for the new conditions to take effect. Once they do so, they can change the conditions again. When the spell ends, the weather gradually returns to normal. When the sorcerer changes the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, the direction can be changed as well. This ability can be used once per short rest.


Precipitation:
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard

Temperature:
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold

Wind:
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

Wind Aura

In response to casting a level 1 or higher spell the sorcerer can chose to also summon a Wind Aura of protection that lasts for 10 minutes, until the sorcerer falls unconscious, or the sorcerer activates the Tornado ability. Powerful swirling winds spanning a 10 foot radius spinning at 25 miles an hour and 30 feet high around the caster creates these effects:

The sorcerer and any creature entering or caught in the Wind Aura are deafened.

It extinguishes unprotected flames in its area that are torch-sized or smaller.

It hedges out vapor, gas, and fog that can be dispersed by strong wind.

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.

Tornado: Additionally, As their main action, the sorcerer can choose to expend 1 sorcery point to cast off the Wind Aura creating a Tornado 30 ft tall and 10 ft wide and send it spiraling across the battlefield. The Tornado randomly moves around the field for one whole round covering 10 feet for each turn taken before it disperses. Each creature hit by the Tornado must roll a Dex check against the sorcerers spell DC to avoid being hit. A failed check and the creature takes 2D6 bludgeoning damage and is thrown 10 feet and made prone. A successful check and the creature successfully dodges the Tornado only taking 1D6 Bludgeoning damage. Doing this ends the Wind Aura and all benefits granted to the sorcerer.

 Tapping into the Wind Aura is difficult and wears on the sorcerer. It can only be tapped into so much. 1 use at level 1, 2 uses at level 6, 3 uses at level 11, and 4 uses at level 16. This count resets after a short rest. 

Sleet Aura

While Wind Aura is active, when casting a level 1 or higher spell the sorcerer can chose to condense any ambient vapors and moisture in the air to increase their defense adding these to the already existing effects:

Grants cold affinity and cold and fire resistance to the sorcerer. 

 The sorcerer condenses and freezes ambient vapor and moisture into ice armor encrusting the sorcerer. The armor has its own hit points totaling XD4 where X is equal to the sorcerer's Chr modifier. The armor must be destroyed before the sorcerer starts taking damage from their own hit points. When the armor is destroyed It crumbles and Sleet Aura ends along with its benefits and abilities and the sorcerer goes back to Wind Aura.  

 Ice Spikes: Additionally, As their main action, the sorcerer can choose to expend 1 sorcery point and 5 hit points of ice armor to cast off a portion of their ice armor sending a long and sharp spike of ice at their target within 120 ft of the sorcerer. The creature hit by the Ice Spike must roll a Dex check against the sorcerers spell DC. A failed check and the creature takes 1D6 Piercing damage and 1D6 Cold damage and is temporarily extremely chilled effectively stunning them. A successful check and the creature successfully resists the damage and only takes 1D4 Cold damage. The sorcerer can choose to throw additional spikes in the same turn. .Each additional spike costs another 5 ice armor hit points. The sorcerer can choose additional targets for each spike or strike the same target repeatedly. Running out of ice armor hit points destroys ice armor and Sleet Aura ends along with its benefits and abilities and the sorcerer goes back to Wind Aura. 

Tapping into the Sleet Aura is difficult and wears on the sorcerer. It can only be tapped into so much. 1 use at level 6, 2 uses at level 12, and 3 uses at level 18. This count resets after a short rest. 

Lightning Aura

While Wind/Sleet Aura are active, when casting a level 1 or higher spell the sorcerer can chose to infuse the Wind/Sleet Aura with lightning adding these to the already existing effects:

The Wind Aura responds to the increase in power and speeds up to 50 miles an hour. This begins to lift the sorcerer up leaving them hovering 2 feet above the ground. Doing so changes the sorcerer's movement to flight up to 10 feet per turn without provoking opportunity attacks.

Grants lighting and thunder affinity and lightning and thunder resistance to the sorcerer. This replaces the cold and fire Resistance offered by Sleet Aura.

Any creature that steps into or is caught within, or starts their turn in the Wind/Sleet/Lightning Aura is struck with lightning taking 1D8 lightning damage. This replaces the bludgeoning damage granted by Wind Aura

Lightning Strike: Additionally, As their main action, the sorcerer can choose to expend 1 sorcery point to focus and channel the Wind/Sleet/Lightning Aura into a concentrated and sustained conduit of lightning directed at one target creature within 120 feet. The target must be in direct sight and nothing blocking the spell path. The target must make a Dex check against the sorcerer spell DC . If the creature is successful they dodge the attack and take only 1D8 lightning damage. If the creature fails the check it is hit by the lightning strike taking 3D8 lightning damage on initial strike and is stunned. The sorcerer can chose to expend and additional 1 sorcery point to sustain the blast for one more round. This can be done up to 2 more turns for a total of 3 whole turns. Each subsequent turn the damage is reduced by 1 die. This requires concentration from the sorcerer to maintain. Doing this ends the Wind/Sleet/Lightning Aura and all benefits they grant to the sorcerer.

Tapping into Lightning Aura is difficult and wears on the sorcerer. It can only be tapped into so much. 1 use at level 14 and 2 uses at level 19. This count resets after a long rest. 

Perfect Storm

While Wind/Sleet/Lightning Aura are active, when casting a level 1 or higher spell the sorcerer can chose to draw in the power of the storm and explode into a being of pure storm force adding these to the already existing effects:

Grants Thunder, Lightning, and cold affinity and immunity to the sorcerer. This replaces the lightning and thunder resistance offered by Lightning Aura.

Add Chr modifier to all lightning, thunder, and cold damage rolls. If the spell already requires the modifier addition then add it again. 

Any creature that steps into or is caught within, or starts their turn within 10 feet of the sorcerer takes 1D8 lightning damage and 1D8 thunder damage. This replaces the lightning damage from Lightning Aura

Tapping into this power is difficult and wears on the sorcerer. It can only be tapped into once per long rest. 

Perfect Storm: Additionally, As their main action, the sorcerer can choose to expend 2 sorcery points to focus and channel the Wind/Sleet/Lightning Aura into forming the perfect storm. Calling on intense wind, sleet, and lighting the storm gathers forming a circular radius of 60 feet wide 30 feet in the air. This storm can be centered on any location the sorcerer choose within 120 feet, and if the room cannot accommodate the size of the storm it fills only to the walls and ceiling. The storm lashes out at any unfortunate soul unlucky enough to be stuck within it. While the storm is active any creature, with the exception of the casting sorcerer, that walks into, is caught within, or starts their turn within the storm takes 1D10 bludgeoning damage from intense winds, 1D10 cold damage form bitter sleet, and 1D10 lightning damage from the lighting strikes falling from the sky. This spell can be sustained into another round with concentration and the expenditure of another 1 sorcery point per round. This can be maintained until the sorcerer ends the spell or runs out of sorcery points. The sorcerer can also choose to expend an additional sorcery point per round to protect allies caught within the storm. Channeling this force is destructive and each round the sorcerer takes 2D4 Lightning damage. Casting this spell ends the Wind/Sleet/Lightning Aura and all benefits they grant to the sorcerer. 

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