Base Class: Sorcerer
The Storm Sorcerer starts kinda neat but then gives you basically nothing fun until the very late game. Plus, the most flavorful abilities push you to get into melee, which you are woefully equipped to do and isn’t necessarily what a player who picks storm sorcerer came here for. To fix that, let’s give this subclass some arcane maelstrom tossing goodies early and often.
We're going to give them additional spells known, because that's a painpoint for Sorcerers, and because lots of good flavor-fit spells aren't available to Sorcerers. That also let's us tie later abilities to specific spells.
We're going to let them cast some storm-flavored cantrips as a bonus action. They're rarely used cantrips, so we're not veering into OP territory, just letting them do fun storm stuff early on.
We're giving them flight, because of course they should get that.
We're letting them get half-cover from shrouding themself with the storm, which feels flavorful and is a nice boost, but isn't OP.
We're letting them shape and move the AoE of some of the storm-flavored spells, which makes those spells a little better (and they needed it) and helps ensure they can actually use their most flavorful spells in more situations.
All and all, this subclass will actually feel like a storm-infused sorcerer and be a blast to play with.
Storm Spells
You learn additional spells when you reach certain levels in this class, as shown in 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.
Channel The Storm
Also starting at 1st level, you can unleash basic elements of the storm to lash at your enemies with crackling rapidity. For you, the casting time for the Gust, Lightning Lure, and Thunderclap spells is 1 bonus action.
Channel The Storm
Also starting at 1st level, you can unleash basic elements of the storm to lash at your enemies with crackling rapidity. For you, the casting time for the Gust, Lightning Lure, and Thunderclap spells is 1 bonus action.
Infused with the Tempest
Starting at 6th level, the tempestuous energy that emanates from your soul has made you one with lightning, cloud, and gale. You gain resistance to lightning and thunder damage.
In addition, you can harness your connection to the storm to lift you or shroud you with its torrents. While you are concentrating on a spell from the Storm Spells list, you may choose to gain either a flying speed or half cover. The flying speed is equal to your walking speed and includes hover. You choose which of these effects to benefit from when you cast the spell and may change the effect at any point during your turn, no action required.
Shape the Storm
Starting at 14th level, your mastery of the storm allows you to shape and move its forces with greater control.
When you cast a spell from the Storm Sorcerer list that has an area of effect, you may reduce or increase the size of that area by up to 10 feet.
In addition, while you are concentrating on a spell from the Storm Sorcerer list that doesn’t have a range of Self, you may use an action to move the area of the spell’s effects 15 feet in any direction. The spell’s new placement must meet any placement requirements of casting the spell.
Embodied Storm
At 18th level, the storm suffuses your essence completely. You gain immunity to lightning and thunder damage. In addition, as an action you may choose to gain either a flying speed or half cover. The flying speed is equal to your walking speed and includes hover. Either effect lasts until you decide to end it, requiring no action.
Previous Versions
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4/26/2024 11:26:54 PM
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Coming Soon
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