Base Class: Sorcerer
Restriction: Adept (Wind) Background only
The Wind Seer draws upon the innate chaotic power of the wind, and as such, only those with a natural affinity for wind magic have the aptitude to excel as a Wind Seer.
Adepts known as "Seers" draw upon the chaotic energy of their natural element and cast spells with passion and fury. A Wind Seer is one such Adept, who draws upon the power of Jupiter. They cast powerful lightning and thunder spells, and are extremely mobile on the battlefield.
Blood of Jupiter
The magic that flows through you is infused with the power of Jupiter. When you cast a cantrip that deals lightning or thunder damage, you can add your Charisma modifier to one damage roll of that spell.
Tempestous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Wind Guide
Also at 6th level, you gain the ability to subtly control the air around you.
You can use a bonus action each round to cause the wind to blow in a 100-foot-radius sphere centered on you, and choose its direction. The wind blows in that direction until the end of your next turn. The wind blows at a speed of your choice, up to 20 miles per hour.
Storm's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals 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 20 feet away from you.
Wind Soul
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

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