Sorcerer
Base Class: Sorcerer

Your sorcery draws from the power of the wind, and your powers mimic its destructive outbursts such as thunderstorms and freezing-cold winds. Perhaps you were born in one of the domains of the Old One Ithaqu'ua (the Arctic regions of some planets, including Earth) as he materialized in that region, and he unknowingly transferred some infinitesimal amount of his magic to you. Or you might have touched a metallic Primordial tablet, granting you a fragment of the power used to create the first air elementals. Legend tells that the founding members of the elven House Veledran were lightning-focused storm sorcerers before changing themselves into solar sorcerers, and some younger survivors of the Veledrani Genocide who never received training on manipulating other forms of plasma—the Earth superhero Dynamo included—have reverted to storm sorcery (although they still recharge their powers at dawn, as solar sorcerers do). Storm sorcerers are often revered by small villages who rely on them to stop hurricanes or tornadoes, although a storm sorcerer is almost always shunned if people believe their powers come from Ithaqu'ua!

Hurricanes, Sandstorms, and Martian Dust Devils

The abilities presented here assume that your storm sorcerer developed their powers in a temperate, coastal, or Arctic environment. However, if your sorcerer hails from a hot desert or a tropical climate, consider replacing one of the damage types the storm sorcerer uses (cold, lightning, or thunder) with fire damage. Similarly, a storm sorcerer from a planet like 23rd-century Mars might have less regular exposure to thunderstorms but instead learn how to create abrasive dust storms, thus replacing cold with slashing and lightning or thunder with cold to represent increased experience with the freezing temperatures and slashing, rocky dust devils of Mars. Ask your Dungeon Master if these sorts of changes are acceptable, both in terms of in-character explanations and keeping the game balanced.

 

Expanded Spell List

The following spells are available for you to learn from your sorcerer spell list: call lightning, fire shield (cold only), freezing sphere, and storm of vengeance.

Tongue of Tempests

Your connection to the powers of elemental air allows you to understand the minds of elementals themselves, and the writings of their long-dead creators, the Primordials. You know Auran as if it were your first language, also allowing you to comprehend the other dialects of the Primordial language—Aquan, Ignan, and Terran. You also add your Charisma modifier to any Intelligence (Arcana or History) check you make to recall information on elementals and Primordials.

Ride the Roaring Wind

Starting at 1st level, you can summon supernatural winds to propel you through the air. Immediately after casting a spell of 1st level or higher, you can use a bonus action to fly up to 10 feet per level of the spell, without provoking opportunity attacks. Also, you can use the rest of your movement for the turn flying instead of walking.

Eye of the Storm

Beginning at 6th level, you gain resistance to cold and thunder damage, and your sight and hearing are unaffected by strong winds and heavy precipitation. Additionally, when you deal cold, lightning, or thunder damage with a spell, you can spend 1 sorcery point to cause energy to arc from you or the target of the spell to another creature within 10 feet of you, dealing damage of the same type to the new target equal to 1d6 + the spell's level + your Charisma modifier. You can spend an additional sorcery point for each additional target you choose within 10 feet of you.

Lightning Shield

Also at 6th level, you gain the ability to generate shields of electromagnetic force around you. As an action, you can give yourself a number of temporary hit points equal to your level, which last for 1 minute. If you are inside a thunderstorm while you have these temporary hit points, you gain an additional 1d4 temporary hit points at the start of each of your turns. Once you use this ability, you can't do so again until you finish a short or long rest.

Thunderous Retreat

Starting at 14th level, when you use Ride the Roaring Wind, you can choose to create bursts of thunder as you take off. Each creature within 20 feet of you must make a Constitution saving throw or take thunder damage equal to your sorcerer level and be knocked prone. A creature who succeeds the save takes half damage and isn't knocked prone. You can do this a number of times equal to your Charisma modifier, and you regain all expended uses after a long rest.

Storm Soul

When you reach 18th level, you gain immunity to lightning damage. If you take lightning damage, you instead regain sorcery points equal to one-third the damage dealt.

You also gain a magical flying speed of 60 feet. As an action, you can spend 3 sorcery points to grant any allies of your choosing the same flying speed for 1 hour, as long as they stay within 120 feet of you.

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