Base Class: Sorcerer
Weatherman
Your magic is in tune with the sky. As such, you can predict natural phenomena such as storms related to changes in wind speed or air pressure. You cannot predict specifics (ex. this many inches of rain will fall), only general information.
Lightweight
Starting at 1st level, you can cast feather fall on yourself without expending a spell slot. Additionally, you learn the Gust cantrip. This counts as a sorcerer spell for you, but does not count against your number of spells known.
Insulated
Starting at 6th level, you have resistance to lightning and cold damage.
Gale Forces
Starting at 14th level, you can cast Feather Fall and Gust of Wind without expending any spell slots. In addition, when you cast a spell that deals acid, fire, or poison damage, you can expend an amount of sorcery points equal to 1 + the spell's level and change the damage type to lightning or cold damage.
Live Wire
Starting at 18th level, you have full immunity to lightning and cold damage. Additionally, you can electrocute others around you as 1) a bonus action when a creature is within 5 feet of you, 2) a bonus action when a creature is within 10 feet of you and wearing metal (ex. heavy armor), or 3) as a reaction to an attack when one of the previous conditions applies. Electrocuted creatures take 5d8 lightning damage and must make a constitution saving throw or be paralyzed.
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