Sorcerer
Base Class: Sorcerer

The wind is untamed, boundless, and ever-changing. It does not ask permission, nor does it yield. Your magic is tied to the ceaseless currents of the air, a legacy of an ancestor entwined with the Plane of Air or a powerful wind elemental that left its mark upon your bloodline. This connection manifests in your very being—your presence is as elusive as a whispering breeze, and your magic flows with the unrelenting force of a tempest.

As you master your windborne heritage, you move with an unnatural grace, defying gravity and striking with the swiftness of a sudden gale. The air shields you, bends to your will, and carries you beyond the reach of those who seek to chain you down. You are a force of nature—unstoppable, untouchable, and as eternal as the winds themselves.

Upon selecting this class, you gain the following spells as options to prepare:

Cantrips: Whiff of the Zephyr, Wind’s Whisper, Airstream Touch, Static Flicker, Burst of Pressure, Airveil.

1st-Level Spells: Floating Breeze, Gale's Grasp, Cloudstep, Zephyr Reprisal.

2nd-Level Spells: Windlash, Howl of Protection, Updraft, Breath Drift.

3rd-Level Spells: Windshroud, Cyclone Bind, Vortex Lash.

4th-Level Spells: Wind Spiral, Cyclone Smite, Unfurling Winds.

5th-Level Spells: Tempest Surge, Wind Tunnel, Tempest’s Fury.

6th-Level Spells: Tornado of the Gale, Whirlwind of Fate.

7th-Level Spells: Breathstealer.

8th-Level Spells: Vortex of Ruin.

9th-Level Spells: Breath of the Celestial Winds.

Level 3: Gift of the Gale

At 3rd level, the wind carries you with effortless grace, enhancing your speed and maneuverability.

  • Windborne Agility. Your movement speed increases by 10 feet, and you ignore nonmagical difficult terrain.
  • Aerial Step. When you take the Dash or Disengage action, you can hover up to 5 feet above the ground until the end of your turn. While hovering in this way, you ignore ground-based hazards such as caltrops, traps, and difficult terrain, and you do not provoke opportunity attacks from creatures whose reach is limited to melee.
  • Gale Whisper. You gain an innate connection to the whispers of the wind, learning the Gust and Fog Cloud spells. These spells count as Sorcerer spells for you and do not count against your spells known.
  • You can hold your breathe indefinitely.

Level 6: Dancing Zephyr

At 6th level, your bond with the wind deepens, allowing you to weave between attacks and strike with the force of a storm.

  • Windborne Defense. When you take damage from an attack, you can use your reaction to summon a sudden burst of wind, reducing the damage taken by an amount equal to your Sorcerer level and pushing the attacker 5 feet away from you. You may use this ability a number of times equal to your proficiency bonus per day, resetting at dawn.
  • Windswept Strikes. When you cast a spell that forces a creature to make a Strength or Dexterity saving throw, you can impose disadvantage on the first such saving throw made before the end of your next turn.
  • You gain resistance to lightning damage.

The air itself bends to your will, shielding you from harm and throwing your foes off balance.

Level 14: Boundless Movement

At 14th level, you move as though unbound by gravity, your form seamlessly merging with the wind.

  • Gale-Touched Flight. You gain a flying speed of 30, and you can hover, never needing to touch the ground unless you choose to.
  • Unchained Step. When you cast a Sorcerer spell of 1st level or higher, you can teleport up to 10 feet as part of the same action, disappearing and reappearing in a sudden swirl of wind.

Your every movement is as free as the air itself, making you nearly untouchable as you weave through battle like a living gale.

Level 18: Avatar of the Gale

At 18th level, you embody the very essence of the gale, moving without limits and commanding the winds to your will.

  • Winds of Freedom. You gain a flying speed of 60 feet and are always under the effects of the Freedom of Movement spell, preventing you from being restrained, paralyzed, or impeded by difficult terrain.
  • Master of the Tempest. As a bonus action, you can enter a windborne state for 1 minute, gaining the following benefits:
    • Ranged attacks against you are made with disadvantage, as the wind deflects incoming projectiles.
    • When you cast a spell that moves a creature or object, you can increase the movement distance by 10 feet.
    • When you take the Dash action, you become invisible until the start of your next turn, or until you attack or cast a spell.
    • You may use this ability once per long rest.

You are no longer bound by the limitations of the earth. The wind answers your call, carrying you beyond the reach of those who would seek to hold you down.

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