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.
3 level: 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.
3 level: Tempestuous Magic
Whenever you start casting a Storm spell of level 1 or higher you can create an eruption of your Innate Sorcery. (Innate Sorcery must be active)
This eruption drains your internal energy source, reducing the duration of your Innate Sorcery by 1 turn and causing the following effect:
- Lightning erupts from you, striking creatures of your choice that you can see within 5 + (5 * spell level) feet of you, dealing lightning damage equal to the Storm die.
- Eruption enchants the surrounding wind, transforming it into swirling gusts of elemental air that can be used as Tempestuous abilities (Wind Power disappears at the start of your next turn after your Innate Sorcery ends or after using one of your Tempestuous abilities).
Tempestuous Abilities:
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Tempestuous Jump. Using swirling gusts of elemental air, you catapult yourself forward. You can jump up to 5 feet without provoking opportunity attacks. The range of this jump can be increased by your movement speed, up to a maximum distance equal to the sum of your Strength and Charisma scores in feet.While grappled, you can make a check against the grapple’s escape DC, adding your Charisma modifier to the check. On a success, the Grappled condition ends, and you can jump up to 5 feet without any increase. (Can be used immediately before casting a spell that triggers Tempestuous Magic.)
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Tempestuous Landing. Use swirling gusts of elemental air to arrest your descent. When you fall, you can use this ability to completely negate any falling damage and land on your feet. (Can be used immediately before casting a spell that triggers Tempestuous Magic.)
- Tempestuous Suppression. Direct swirling gusts of elemental air towards the enemy's attack to suppress it. When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals two Storm dies + Charisma modifier. You can also use this ability to completely negate any falling damage.
Storm die - 1d4 at level 3, d6 at 6, d8 at 10, d10 at 14, d12 at 18 levels.
Storm spell - A spell that deals lightning/thunder damage or spells from the Weather Guide and Storm Soul lists.
6 level: Weather Guide
If it’s raining, you can use an action to cause the rain to stop falling 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.
Additionally, the following spells become always prepared: Fog Cloud, Create or Destroy Water, Gust of Wind, Wind Wall, Call Lightning, Sleet Storm.
6 level: Storm Affinity
When Innate Sorcery unleashed, you gain the following benefits for its duration:
- Your mortal nature merges with the elemental plane of air: you gain resistance to Lightning and Thunder damage.
- The storm's forces accelerate the electrical currents in your synapses, making your reactions lightning fast: your Dexterity modifier in Armor Class is doubled, up to a maximum of 3 bonus points (Minimum +1 if Dexterity modifier is 0 or lower; Maximum +3 if Dexterity modifer is 3 or higher).
14 level: Storm's Fury
You gain resistance to Lightning and Thunder damage.
When Innate Sorcery unleashed, you gain the following benefits for its duration:
- Your body becomes electrified: Once per turn, at your decision, any contact with the creature, such as your own or enemy successful attacks and touch spells, grapples, shoves, etc., can deal lightning damage equal to a Storm die.
- You gusts of elemental air become deadly: 1) deals Storm die Thunder damage if the target is within 10 feet. Additionally, this ability can push the target up to 10 feet away if they fail a Strength saving throw; 2) Tempestuous Jump/Landing deals 1d6 (1d8 at 18th level) Thunder damage in a 10-foot radius centered on the jump/landing site. Tempestuous Jump's base range increases to 10 feet. While grappled, you have advantage on the escape check and jump 10 feet instead of 5.
18 level: Storm Soul
You gain magical flying speed of 30 feet. Using a Tempestuous Jump, you can immediately enter a flying state, retaining the momentum of your Tempestuous Jump. While flying in this way, each foot of flight costs only 0.5 feet of movement, until you have traveled a distance equal to twice the distance of the Tempestuous Jump.
Also, your gain Storm of Vengeance, Control Weather spells always prepared.
When Innate Sorcery unleashed, you gain the following benefits for its duration:
- Your resistance to Thunder and Lightning becomes immunity.
- Storm spells you cast ignore resistance to Thunder and Lightning damage, and partially ignore immunity, allowing damage to creatures immune to Thunder and Lightning as if they had resistance.
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