Sorcerer
Base Class: Sorcerer

Sorcerers of the Windcaller origin are infused with the elemental power of air. They harness the raw energy of the wind, bending it to their will to create powerful gusts, whirlwinds, and other atmospheric effects. These sorcerers are often seen as unpredictable and free-spirited, embodying the ever-changing nature of the wind.

Wind's Grace

Starting at 1st level, the wind constantly surrounds you, lending you grace and agility. Your movement speed increases by 5 feet.

Additionally, you learn the gust cantrip, which does not count against the number of sorcerer cantrips you know.

Gust

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • You seize the air and compel it to create one of the following effects at a point you can see within range:
    • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
    • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
    • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Windcaller Charges

Starting at 1st level, you have a number of Windcaller Charges equal to your proficiency bonus plus your Dexterity modifier. You can expend these charges to use your Windcaller subclass features. You regain all expended charges when you finish a long rest.

Wind Blade

At 6th level, you can create blades of cutting wind to strike at your enemies. As a bonus action, you can expend 1 Windcaller Charge to create a blade of wind that lasts for 1 minute or until you use this feature again. You can make a melee spell attack with the wind blade, which has a reach of 10 feet. On a hit, the target takes 2d6 slashing damage. This damage increases to 3d6 at 11th level and 4d6 at 17th level.

Wind Flurry

Alternatively, you can use an action and expend 2 Windcaller Charges to unleash a flurry of wind blades in a 15-foot cone. Each creature in the cone must make a Dexterity saving throw against your sorcerer spell save DC, taking 3d6 slashing damage on a failed save, or half as much damage on a successful one.

Whispering Wind

Also at 6th level, you gain the ability to send messages on the wind. As an action, you can expend 1 Windcaller Charge to send a message of up to 25 words to a creature you are familiar with. The creature must be within 1 mile and can hear the message as a whisper carried by the wind. The wind carries the message directly to the target, even around obstacles and through gaps, as long as there is an open path. 

Gale Force

At 14th level, you can create a powerful blast of wind that sweeps through the battlefield. As an action, you can expend 3 Windcaller Charges to choose a point you can see within 60 feet. Each creature within a 20-foot-radius sphere centered on that point must make a Strength saving throw against your sorcerer spell save DC. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.

One with the Wind

At 18th level, you become a master of wind and air, allowing you to move through the air with ease and enhance your elemental control. You gain the following benefits:

  • Flight: You gain a flying speed equal to your walking speed. You can hover and are unaffected by difficult terrain created by strong winds.
  • Air Adaptation: You can breathe normally in any atmosphere, including areas of high wind, thin air, or even underwater.
  • Wind Form: As an action, you can expend 2 Windcaller Charges to transform into a swirling wind for up to 1 minute. In this form, you gain resistance to non-magical damage, can pass through small openings, and cannot be grappled or restrained.

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