Sorcerer - Storm Sorcery (Revised)

by icedraikon

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Sorcerous Bloodline

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during the howling gale so powerful that folks 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.

Storm 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.

Storm Spells

You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or conjuration spell from the sorcerer, warlock, or wizard spell list.

Storm Spells

Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Levitate
5th Call Lightning, Thunderstep
7th Control Water, Storm Sphere
9th Control Winds, Maelstrom

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.

Storm Guide

At 1st 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.

Tempestuous Magic

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

Optional Addition: If you end your turn in the air, you stay hovering until the end of your next turn.

Heart of the Storm

At 6th level, you gain resistance to lightning damage 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 your magic. This eruption causes creatures of your choice that you can see within 10 feet of a point included in your spell to take lightning or thunder damage equal to half your sorcerer level.

Wind Soul

At 14th level, you 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 1 + your Charisma modifier (Minimum of 1). 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. (The base number of creatures you can target increases to 2 at level 16 and to 3 at level 18.)

Storm's Fury

At 18th level, you gain immunity to lightning and thunder damage. When you are hit by an attack or a targeted spell, you can use your reaction to deal lightning or thunder damage to the attacker. The attacker must succeed a Strength saving throw against your sorcerer spell save DC or take damage equal to your sorcerer level plus your spellcasting ability modifier and be pushed back 20 feet. On a successful save, the creature takes half damage and is not pushed back. You can use this ability a number of times equal to your proficiency bonus per long rest.

When a creature takes damage from this feature, you can expend a spell slot to deal extra damage. For each level of spell slot expended, you can deal 1d8 extra lightning or thunder damage (your choice).

Storm Sorcerer (Revised) | Page 1

Alternate Features

Siren's Call

At 6th level, you have learned from sirens how to draw in unsuspecting foes and lull them into a false sense of security. As an action, you attempt to charm each creature in a 20-foot-radius sphere centered on you. Each creature targeted must make a Wisdom saving throw or be charmed by you. During this time they are deafened to all other sounds and must spend their turn to walk toward you.

With the DM's permission, you may take this feature instead of Heart of the Storm.

Avatar of the Storm

At 18th level, as an action, you can become an avatar of the storm. For 1 minute, there are heavy winds within a 30 foot radius around you. All ranged weapon attacks are made with disadvantage within the windy area. Whenever an enemy creature enters the radius or starts its turn within the radius, they take lightning or thunder damage equal to half your Sorcerer level. In addition, for the duration, any lightning or thunder damage spell you cast deals an extra 2d8 damage. For the duration you gain immunity to thunder and lightning damage. For the duration, you gain resistance to non-magical bludgeoning, piercing, and slashing damage as your form becomes cloudlike. Once you use this feature, you can't use it again until you finish a long rest.

With the DM's permission, you may take this feature instead of Storm's Fury.

Art Credit

Cover Art: Stormchaser Mage - MTG by ClintCearley

Change Log

30 April, 2021
  • Changed the Cover Art.
03 May, 2021
  • Changed to Blackthorn Dark Theme Demo which can be found here.
  • Changed wording on Heart of the Storm feature.
  • Added a save for half damage on Storm's Fury feature.
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