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 in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Wind Speaker
The arcane energy you wield carries the essence of elemental air. You can read, write, and speak Primordial, a language tied to the elemental planes. By understanding Primordial, you can also communicate with creatures that speak its dialects—aquan, auran, ignan, and terran—as they are mutually intelligible with Primordial.
Tempestuous Magic
Beginning at 1st level, you can harness swift currents of elemental air to propel yourself in battle. As a bonus action on your turn, right before or after casting a spell of 1st level or higher, you can summon a swirling gust around you. This gust lifts you through the air, allowing you to fly up to 10 feet without triggering opportunity attacks.
Heart of the Storm and Storm Guide
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
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-foot-radius 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 a creature hits you with a melee attack, you can use your reaction to unleash a burst of lightning in retaliation. The attacker takes lightning damage equal to your sorcerer level. In addition, the creature must succeed on a Strength saving throw against your sorcerer spell save DC or be pushed up to 20 feet away from you in a straight line.
Wind Soul
At 18th level, you become immune to both lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can lower your own flying speed to 30 feet for 1 hour and grant magical flight to others. Choose a number of creatures within 30 feet of you equal to 3 plus your Charisma modifier; each of them gains a flying speed of 30 feet for 1 hour. Once you use this ability to share your flight, you can’t do so again until you complete a short or long rest.
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