Base Class: Sorcerer
UPDATE 1.3.2 Surprisingly to me, I have a few more changes to be made yet again! I am praying this is the last update to be made. Also decided to now make any future updates as a list for now on:
- Greatly altered the "Gust of Flying" ability (Mainly a Buff). Recommended to go back into and read.
- Added an extra detail into the description of the "Roaring Magic" ability, as it was originally intended to be as a once per round use.
- Increased the cost of Sorcery Points by 1 for the "Wind Soul" feature, also reduced the duration of the affect for allies that are shared with (Simply a Nerf). Recommended to go back into and read.
- Rewrote a good chunk of descriptions left and right to remove any last remaining confusing or unintended purposes (Hopefully).
- A slight change to UPDATE 1.3! I forgot to rewrite something within the "Disperse Air" ability! So sorry for the multiple updates! I guess this should really teach people to triple check on your homebrews more often before thinking about publishing. The ability "Disperse Air" can now get rid of any type of fog, whether magical or non-magical (A small Buff but reasonable enough to change due to the description of the whole feature and the cost behind it).
- Yet another change specifically for UPDATE 1.3.1! I know, crazy! Please pardon me, but this one IS important for anyone that uses this Homebrew for their D&D Beyond Character Sheet! I think I had finally managed to figure out how to add Spells directly now. If there's anything else that is missing or any additional mistakes that I had made, please leave a comment. Thank you!
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INTRODUCTION. This is my revision of the Subclass, intended to be paired with the 2024's version of the Sorcerer class.
As much as I love this Subclass, this wasn't exactly one of the best picks for the Sorcerer class back in 2014. Here, my hope is to not only keep things as faithful as possible to what was initially written but also try to scale it more optimally with the other 2024 Subclasses but add a little more than just a basic touch. Ever since I had read the new 2024 Sorcerer class, the new feature "Innate Sorcery" has driven me with an idea on how to make this Subclass not only more powerful in a reasonable way but even make it a bit more special.
This Subclass almost completely runs on using the "Innate Sorcery" feature. My aim is to try and make players feel like their own character has this large surge of energy when using this Subclass, but it comes as a limited resource.
Thank you for reading and I hope you enjoy!
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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 win and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Level 3: Storm Spells
When you reach a Sorcerer level specified in the Storm Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Create or Destroy Water, Fog Cloud, Gust of Wind, Shatter |
| 5 | Call Lightning, Sleet Storm |
| 7 | Ice Storm, Storm Sphere |
| 9 | Control Winds, Maelstrom |
Level 3: Wind Speak
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.
Level 3: Tempestuous Magic
Whenever you activate your Innate Sorcery feature, you can create or cancel a magical whirling gust on yourself at any time. The wind causes a blustery sound which may disrupt your Stealth. When creating this, you are given the following conditions:
Disperse Air. You disperse any sort of fog or similar material that is 5 feet within your space in any turn.
Gust of Flying. You have a unique magical Fly Speed of 5 feet that does not come with the ability to remain aloft when ending your turn. As a bonus, you may add your Charisma modifier (minimum of +1) to this Fly Speed by five times. This movement will not cost any other Speed to use, acting as an independent gauge of movement but has the same rules that apply such as being Restrained or using Dash. This Fly Speed provokes no Opportunity Attacks and will allow you to fly through Difficult Terrain including strong winds or similar obstacles without extra movement cost. This can even act as your Swim Speed. These benefits are only applicable whilst using the Fly Speed of this ability.
Level 6: Heart of the Storm
You gain Resistance to both Lightning and Thunder damage.
In addition, whenever your Innate Sorcery feature is active you may use the following abilities:
Shocking Presence. You can create or cancel an electric mist that follows around you, shocking anything within the vicinity. If a target you choose that is not behind Total Cover is 30 feet next to you, they will take a total of Lightning damage equal to half your Sorcerer level (rounded down) once per round.
Roaring Magic. Whenever you start casting a spell of 1st level or higher, stormy magic erupts from you. Once per round, you can choose to create this eruption during your casting, causing any target of your choice within 30 feet that is not behind Total Cover to take Thunder damage equal to half your Sorcerer level (rounded down).
Level 6: Storm Guide
You gain the magical ability to subtly control the weather around you.
If there is a cloud that is raining or snowing, you can use an action to stop it from falling towards a 10 to 150-foot-radius Cylinder centered on you. This effect may stay at that location until the weather has suddenly cleared off or this effect may follow you until you are outside the weather’s reach. You can even force the effect to end immediately at any time (no action required).
In addition, if the weather is windy, you can use a Bonus Action each round to choose the direction that the wind follows within a 10 to 150-foot-radius Sphere centered on you. The wind will blow continuously in that direction until the end of your next turn. You can even choose to end this effect by force at any time (no action required). This feature does not alter the speed of the wind.
Level 14: Wind Soul
You have grasped a further connection to the elemental air. You gained the magical Fly Speed of 30 feet as part of your new Speed.
Additionally at the start of your turn, you can spend 5 Sorcery Points to give yourself a magical Swim Speed of 30 feet and Half Cover for 1 hour. During this, any creature that gets within 30 feet who is not behind Total Cover will also gain the same magical Fly Speed, Swim Speed and Half Cover as long as you are willing to share with that creature. If one of those creatures ends up outside of your range or in Total Cover afterwards, they will lose these benefits by the end of their turn but can still regain it at any time if they return back to your reach.
Once you have used this feature, you can not use this again until you finish a Short Rest.
Level 18: Storm's Fury
You have ultimately become attuned to the following elements, granting you Immunity to Lightning and Thunder damage along with the given abilities:
Body of the Storm. Heart of the Storm shock and eruption radius can now reach 60 feet.
Surge of Power. Whenever you deal magical Lightning or Thunder damage during your Innate Sorcery feature they can now ignore Resistances by choice.
Cloudburst. After a creature that you can see make an melee attack against you, as a Reaction you may choose to deal either Lightning or Thunder damage to the attacker equal to your Sorcerer level. If you choose to deal Lightning damage, the attacker must make a Constitution saving throw. On a failed save, the attacker is Stunned until the start of your next turn. If you choose to deal Thunder damage, the attacker must make a Strength saving throw. On a failed save, the attacker is sent back 30 feet away from you and is knocked Prone.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/16/2024 7:22:28 PM
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44
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17
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1
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Coming Soon
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1/13/2025 6:11:08 PM
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133
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37
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1.1
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Coming Soon
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8/10/2025 3:53:16 PM
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314
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99
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1.2
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Coming Soon
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8/11/2025 6:54:31 PM
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331
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3
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1.3
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Coming Soon
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9/9/2025 4:52:09 PM
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369
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16
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1.3.1
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Coming Soon
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