Base Class: Sorcerer
The fury of the storm surges through your blood, granting you command over wind, thunder, and lightning. This tempestuous magic might have awakened after you survived a supernatural storm, been inherited from an ancestor touched by the Elemental Plane of Air, or arisen from the influence of a powerful being associated with storms. Whatever its origin, your magic is as restless and unpredictable as the weather itself.
Tempest Sorcerers wield the destructive power of storms while moving across the battlefield with the freedom of the wind. Their magic can call forth crackling lightning and deafening thunder, sweep them beyond the reach of their enemies, and eventually allow them to embody the tempest itself. Where a Tempest Sorcerer unleashes their power, the air churns, thunder rolls, and few foes can hope to stand unmoved before the storm.
Level 3: Tempest Spells
When you reach a Sorcerer level specified in the Tempest Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Fog Cloud, Thunderwave, Gust of Wind, Shatter |
| 5 | Call Lightning, Wind Wall |
| 7 | Ice Storm, Storm Sphere |
| 9 | Control Winds, Maelstrom |
Level 3: Breeze Step
As a Bonus Action, you can summon a gust of wind that carries you up to 10 feet through the air without provoking Opportunity Attacks. You must end this movement on a surface that can support you.
Level 3: Storm Savant
When you cast a Sorcerer spell that deals damage, you can change that spell's damage type to Lightning or Thunder.
In addition, when you cast a Sorcerer spell that deals Lightning or Thunder damage without having its damage type changed by this feature or another feature, you can add your Charisma modifier to one damage roll of the spell. A spell that allows you to choose its damage type, such as Chromatic Orb or Sorcerous Burst, qualifies for this benefit if you choose Lightning or Thunder.
Level 6: Storming Shroud
At the start of your turn, you can expend 2 Sorcery Points to surround yourself with tempestuous weather for 1 minute. The storm forms a 10-foot Emanation originating from you and moves with you. It ends early if you have the Incapacitated condition. While the storm persists, you gain the following benefits:
Conductivity. When you activate the Shroud, choose a number of creatures up to your Charisma modifier (minimum of one). Whenever one of those creatures hits with a melee attack using a metal weapon while within the Emanation, the attack deals an extra 1d4 Lightning or Thunder damage (your choice when you activate the Shroud).
Deflecting Winds. Ranged attacks against creatures within the Emanation have Disadvantage.
Lightning Strike. When a creature enters the Emanation or starts its turn there, you can take a Reaction to deal Lightning or Thunder damage to that creature equal to your Charisma modifier.
Storm Warning. When you cast a Sorcerer spell that deals damage to an area, you can choose creatures within your Storming Shroud to be unaffected by the spell.
Level 14: Living Tempest
You have Resistance to Lightning and Thunder damage. In addition, you are unaffected by Difficult Terrain and other environmental effects caused by nonmagical weather, such as strong winds, heavy precipitation, and storms.
While your Storming Shroud is active, your Resistance to Lightning and Thunder damage becomes Immunity, and you gain a Flying speed of 30 feet.
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Level 18: Primordial Maelstrom
You gain a Flying Speed of 40 feet.
In addition, your Storming Shroud lasts for 10 minutes instead of 1 minute, and its Emanation increases to 15 feet. While your Storming Shroud is active, its benefits improve in the following ways:
Improved Conductivity. You can choose any number of creatures to benefit from Conductivity. Its extra damage increases to 1d6, and the melee weapon used for the attack no longer needs to be made of metal.
Improved Deflecting Winds. Ranged attacks against creatures of your choice within the Emanation have Disadvantage. In addition, when a Ranged Attack hits you, you take only half the attack's damage.
Improved Lightning Strike. Lightning Strike no longer requires your Reaction. Instead, when a creature of your choice enters the Emanation or starts its turn there, it takes Lightning or Thunder damage equal to your Charisma modifier (your choice). A creature can take this damage only once per turn.
Improved Storm Warning. Creatures of your choice within the Emanation can also benefit from Storm Warning when they cast a spell.
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