Sorcerer
Base Class: Sorcerer

Your magic comes from a close relation to the elemental power of Air. One of your ancestors could have been a powerful djinn, perhaps you were born during a storm so powerful that its winds scoured the landscape, or maybe the winds of luck just blew a certain way and this power came to rest in your soul. Whatever the reason, the wind blows as you desire and you can call the air to your aid. 

Voice of the Wind

At 1st level, you gain the Message cantrip added to your spell list. You do not require any material components to cast the spell with the feature, and when you cast it, a small breeze blows to carry your words to your target. 

Vortex Cloak

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you. 

For 1 minute, you gain the following benefits:


• Ranged weapon attacks made against you have disadvantage.  
• Your movement speed is increased by 10 feet. Additionally, your jump distance is doubled. 
• You gain a bonus on Dexterity checks equal to your Charisma modifier. 


Once you use this feature, you can’t use it again until you finish a short or long rest.

Blowback

At 6th level, you can mix the power of wind into the spells you cast. When you cast a spell of first level or higher that deals damage, mighty winds blow from within the impact. Any creature that is dealt damage by that spell is pushed away from the origin of the spell by 10 feet. All pushed creatures must make a Strength saving throw or be knocked prone and take bludgeoning damage equal to half your sorcerer level. 

Guide the Winds

At 6th level, you can alter the force and directions of the winds around you. 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. 

As an action, you may spend 1 Sorcery Point to increase the force of the blowing winds. Choose a direction, the wind begins to blow in that direction and any creature within the wind (other than yourself) must make a Strength saving through or be pushed 10 feet in that direction. 

Ride the Winds

Beginning at 14th level, you can call the winds to let you join them in the sky. As an action, you can spend 1 or more sorcery points to conjure winds to lift you into the air for 1 minute for each point spent. For the duration, you gain a flying speed of 60 feet. If you have a flying speed already, it is boosted by 40 feet. If you are knocked prone, have your speed reduced to 0, or are otherwise deprived of the ability to move, you instead are held aloft by the winds. 

You may spend an additional sorcery point to target a willing creature to also be affected by this ability for the same duration. 

Call the Crosswinds

At 18th level, you can call the full force of the winds to attack your foes. As an action, you summon a powerful whirlwind to fill the skies. The whirlwind is a 10-foot radius, 30-foot high cylinder centered above you. All ranged weapon attacks have disadvantage and any Small or smaller objects not secured or being worn or carried are blown away by the whirlwind. Any creature attempting to fly in the powerful winds must make a Strength saving throw (DC 15) or be caught up in the swirling gusts.  As an action, at your command all the wind compresses and crashes to the ground, damaging all other creatures in the area. Those creatures must make a Dexterity saving throw.  A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. After being dealt damage, a creature must make a Strength save (DC 15) or be flung 3d6 x 10 feet from the center of the vortex in a random direction. 

You may spend 2 sorcery points to target a creature (of a total number up to your Charisma modifier) to be shielded from this attack and its effects. 

Once you use this feature, you can't use it again until you finish a long or short rest.

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