Sorcerer
Base Class: Sorcerer

Storm Sorcerers embody the raw, untamed power of nature's fiercest tempests. Born with an innate connection to the elemental forces of wind, lightning, and thunder, these sorcerers wield the storm itself as a weapon. Their magic manifests as crackling lightning, roaring winds, and freezing gales, granting them both destructive power and a commanding presence. As they grow in strength, their bond with the storm deepens, allowing them to control the weather, fly with ease, and empower allies with the fury of the tempest.

Wind Speaker

Starting at 1st level, the arcane magic you wield is infused with elemental air. You can speak, read, and write Primordial, allowing you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Storm Form

Additionally at 1st level, as a bonus action, you can enter your storm form, manifesting swirling clouds, winds, sparks of lightning, and other miniature weather phenomena around you. For 1 minute, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • Your movement does not provoke attacks of opportunity.
  • When you cast a spell that deals lightning or thunder damage, you can choose one creature hit by the spell to take extra lightning or thunder damage (your choice) equal to your proficiency bonus.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

 

Storm Origin Spells

At 1st level, you awaken specific spells from your storm-infused blood. These spells are considered Sorcerer spells for you, and they do not count against your total spells known.

Whenever you gain a Sorcerer level, you can replace one spell granted by this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the Sorcerer, Warlock, or Wizard spell list.

Sorcerer Level  Spells 
 1st Gust, Feather Fall, Witch Bolt 
 3rd Rime's Binding Ice, Shatter 
5th  Call Lightning, Thunder Step
 7th  Storm Sphere, Summon Elemental
 9th Cone of Cold, Maelstrom 

Storm Guide

At 6th level, you gain the ability to subtly influence 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 to change the wind's direction in a 100-foot-radius sphere centered on you. The wind blows in the chosen direction until the end of your next turn. This feature does not affect wind speed.

Storm Magic

At 6th level

  • You gain resistance to lightning and thunder damage.
  • The bonus damage from your Storm Form can now trigger from spells that deal cold damage, as you tap into the broader aspects of storm magic. Once you learn Maelstrom, this feature applies to that spell as well.

Wind Soul

At 14th level, your connection to the storm strengthens, granting you the ability to fly. You gain a flying speed equal to your walking speed and can hover.

 

Heart of the Storm

At 18th level your bond with the storm becomes complete. When you activate your Storm Form, you gain the following benefits:

  • Powerful winds surround you in a 20-foot radius, creating difficult terrain for creatures other than those you choose to be immune within 30 feet.
  • At the start of each creature's turn in this radius, they take lightning or thunder damage (your choice) equal to half your Sorcerer level.
  • You gain immunity to lightning and thunder damage.
  • Your flying speed increases by 10 feet.
Empower Allies

As an action, you can expend one use of your Storm Form to empower your allies. Choose a number of creatures you can see within 30 feet equal to your proficiency bonus + your Charisma modifier. Those creatures gain a flying speed of 30 feet and can hover for 1 minute.

Once you use this feature to empower allies, you cannot do so again until you finish a long rest.

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