Base Class: Sorcerer
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather while also making them very elusive. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Storm Magic
You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a conjuration spell from the sorcerer, warlock, or wizard spell list.
Storm sorcery spells
Sorcerer level Spells
1st Thunderwave, Expeditious Retreat
3rd Shatter, Warding Wind
5th Call Lightning, Fly
7th Storm Sphere, Elemental Bane
9th Destructive Wave, Far Step
Wind Speaker
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
Tempestuous Magic
Starting at 1st level, whenever you cast a spell that deals lightning or thunder damage, whirling gusts of elemental air briefly surrounds you. These winds allow you to fly up to 10 feet without provoking opportunity attacks.
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning damage, you can cause additional lightning bolts to arc from the spell. Up to three creatures of your choice within 60 feet of you must succeed on a dexterity saving throw or take 1d6 lightning damage. You cannot target the same creature twice. You can use this feature a number of times equal to your Charisma modifier and you regain all expended uses when you finish a long rest. When you reach 14th level in this class, the extra damage increases to 2d6.
Tempestuous magic also increases to 15 ft.
Storm Guide
At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-footradius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.
Storm’s Fury
Starting at 14th level, when you hit a creature with a spell of 1st level or higher that deals lightning or thunder damage, you can use a bonus action to make that creature vulnerable to the spells lightning or thunder damage. The vulnerability disappears once the damage has been taken. This ability does not work if the creature is immune to the spells damage. If the spell hits multiple creatures, you can choose which one is effected. Once you use this feature, you can’t use it again until you finish a long rest.
Tempestuous magic also increases to 20 ft
Wind Soul
At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
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