Sorcerer
Base Class: Sorcerer

Your innate magic comes from the power of storms and the sky. Many with this power can trace their magic back to a near-death experience caused by a storm or experience with lightning elementals, 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 djinn. Whatever the case, the magic of the storm permeates your being.

Sky Arcanum 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 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.

One with the Sky

You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Your defense is also increased as you can use the wind to let your body move at an unnatural speed to avoid attacks. Your AC is equal to 13 + your Dexterity modifier. 

Wrath of the Tempest

At 6th level, you gain resistance to lightning and thunder damage. In addition, when you cast a spell of 1st level or higher that deals lightning or thunder damage, you can roll an additional damage die and add it to the total damage. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses at the end of a long rest.

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.

Atmospheric Embrace

Starting at 14th level, the element of air gathers around you granting you the ability to fly. As a bonus action, you can expend one sorcery point to swirl wind around you. Once you activate this, you have a flying speed of 40 feet. The flying speed lasts until you’re incapacitated or you die.

You also gain the ability to swirl the wind that guides you around others of your choice. Taking one minute, you can spend sorcery points to reduce your flying speed to 20 feet for 1 hour and choose a number of creatures within 30 feet of you equal to the number of sorcery points you spend. The chosen creatures gain a magical flying speed of 20 feet for 1 hour, until you dismiss the wind, or until you are no longer within 30 feet from creatures granted flight in this way. For the next hour, each creature granted flight is under the effect of feather fall. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Atmospheric Embrace

Starting at 14th level, the element of air gathers around you granting you the ability to fly. As a bonus action, you can expend one sorcery point to swirl wind around you. Once you activate this, you have a flying speed of 40 feet. The flying speed lasts until you’re incapacitated or you die.

You also gain the ability to swirl the wind that guides you around others of your choice. Taking one minute, you can spend sorcery points to reduce your flying speed to 20 feet for 1 hour and choose a number of creatures within 30 feet of you equal to the number of sorcery points you spend. The chosen creatures gain a magical flying speed of 20 feet for 1 hour, until you dismiss the wind, or until you are no longer within 30 feet from creatures granted flight in this way. For the next hour, each creature granted flight is under the effect of feather fall. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Overcharged

At 18th level, your spells that deal lightning and thunder damage deal more damage. When you roll damage for a spell that deals lightning or thunder damage and roll the highest number possible on any of the dice, roll each of those die again and add those rolls to the damage. You can use the feature only once per turn.

Also when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals half your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 15 feet away from you.

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