Base Class: Sorcerer
Storm sorcerers are children of the sky in its most untamed form. Their power is born from the primordial chaos of wind and lightning, from the fury of thunder that roars across the world. Some inherit this connection through bloodlines touched by powerful air elementals or tempestuous deities; others gain it by surviving a natural cataclysm that imprints their soul with the storm’s power. Their intimate connection with the heavens makes them exceptional allies for pirates, sailors, and seafaring explorers, able to predict storms, manipulate the wind to their advantage, and guide ships through perilous waters. Whether deep at sea or on the deck of a ship besieged by the tempest, the presence of a storm sorcerer can mean the difference between ruin and survival. As their power grows, their bond with the tempest deepens until there is no longer a difference between the sorcerer and the storm: they are one and the same.
*All credit goes to Reddit user u/Fjorn17*
Whispers of the Wind
The arcane magic you command is infused with the power of elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by creatures that speak its dialects: Aquan, Auran, Ignan, and Terran.
You also have advantage on any Wisdom (Survival) or Intelligence (Nature) checks made to predict, understand, or recall information about weather and atmospheric conditions, including forecasting storms, navigating by wind, or anticipating changes in climate.
Gathering Storm
Starting at 1st level, before you cast a spell of 1st level or higher that qualifies as a storm spell, you gain one storm charge. You can have a maximum number of storm charges equal to your proficiency bonus. A storm spell is any spell that meets one or more of the following criteria:
- It deals lightning, thunder, or cold damage.
- It manipulates air or water, such as by creating wind, shaping currents, or moving atmospheric elements.
- It influences weather or atmospheric conditions in any way, such as fog, rain, storms, wind, or other atmospheric effects.
While you have at least 1 storm charge, you gain a magical flying speed equal to 10 feet + 5 feet per storm charge you have (3 m+ 1.5 m per charge). This flight does not provoke opportunity attacks. At the end of your turn, if you have not cast a storm spell, you lose 1 storm charge.
Additionally, for each storm charge you possess, the elemental power within you manifests visually and grows stronger, reflecting the magnitude of the tempest you harbor:
Charges | Manifestation
1 Your eyes flash with a bluish glow and small sparks dance across your fingers or hair.
2 The air begins to swirl around you, and your voice carries a faint echo like distant thunder.
3 Arcs of electricity leap between your hands, and the air hums with static energy.
4 Small dark clouds briefly form around you, crackling with tiny bolts of lightning.
5 The wind roars softly around you, and light objects tremble as you pass.
6 A powerful storm aura surrounds you: the air thickens, thunder rumbles in the distance, and lightning constantly dances nearby.
Heart of the Storm
Starting at 6th level, you gain resistance to lightning and thunder damage. Additionally, the elemental energy within you erupts violently when you cast a storm spell of Ist level or higher.
When this happens, creatures of your choice that you can see within a radius equal to 10 feet (3 m) * your current number of storm charges, take lightning or thunder damage (your choice each time) equal to your number of storm charges multiplied by half your sorcerer level (rounded down).
Storm Guide
Starting 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 (6 m) sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action on each of your turns to choose the direction in which the wind blows within a 100-foot-radius (30 m) sphere centered on you. The wind blows in that direction until the end of your next turn. This feature does not change the wind's speed.
As an action, you can slightly lower the ambient temperature within a 20-foot-radius (6 m) sphere centered on you. The temperature drops enough to noticeably cool the air — extinguishing small, nonmagical flames, slowing the melting of ice or snow, or providing relief from intense heat — though it does not deal damage or create extreme cold on its own.
Scion of the Tempest
Starting at 14th level, your mastery over storm magic deepens, allowing the tempest within you to reshape the battlefield itself.
If you have 5 or more storm charges, you can use your bonus action to unleash Strong Winds for 1 minute in area within a 100-foot-radius (30 m) sphere centered on you. While this effect is active, the tempest surging within you manifests in the following ways:
- The air within this area becomes a powerful, raging wind. This strong wind imposes disadvantage on ranged weapon attack rolls and on Wisdom (Perception) checks that rely on hearing. It also extinguishes open flames, disperses fog, and makes nonmagical flight nearly impossible. A creature attempting to fly through this area by nonmagical means must land at the end of its turn or fall.
- When you activate this feature, you choose the direction the wind blows within the affected area. This direction can later be changed using your Storm Guide feature. Within this area, any creature moving with the wind has its walking and flying speed doubled, carried swiftly by the storm’s powerful currents. Those moving against it instead have their speed halved, forced to fight against the raging gusts. This effect also applies to the sailing speed of vessels with their sails unfurled, doubling or halving it under the same conditions.
- In desert environments, this powerful wind can whip up a sandstorm, imposing disadvantage on Wisdom (Perception) checks that rely on sight
Once you activate this feature, you cannot do so again until you finish a short or long rest, unless you spend 3 sorcery points to use it again.
Judgement of the Skies
Starting at 18th level, your bond with the primordial power of the storm reaches its peak. You gain immunity to lightning and thunder damage.
Additionally, when you fall to 0 hit points for the first time in a combat, your body becomes a conduit for storm energy. At the start of your next turn, a colossal bolt of lightning crashes down upon your location.
All creatures within 30 feet (9 m) of you take 10d10 lightning damage and must make a Strength saving throw against your sorcerer spell save DC. On a failed save, a creature is pushed 20 feet (6 m) directly away from you.
After the strike, the lightning’s energy revives you: you regain 5d10 hit points and gain your maximum number of storm charges.
Once you use this feature, you can't do so again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/18/2026 9:10:59 AM
|
2
|
0
|
1
|
Coming Soon
|
Comments