Sorcerous Origin - Storm Sorcery (Revised)

by Frootbat

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Storm Sorcery - Revised

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 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 vaati or 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.

Whirlwind Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Whirlwind Magic 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 conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, thunderstep
7th storm sphere, summon elemental (air or water only)
9th control winds, destructive wave
17th storm of vengeance

Tempestuous Magic

Starting at 1st level, your spells cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. This so allows you to fly up to a number of feet equal to 5 x your proficiency bonus without provoking opportunity attacks. Additionally, you can speak, read, and write Primordial.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you deal lightning or thunder damage with a sorcerer spell, stormy magic erupts from you. This eruption causes a creature of your choice within 30 feet of you to take lightning damage equal to your sorcerer level, and be unable to take reactions until the end of your next turn.

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.

Wind Soul

At 14th level, as an action, you can cause your lower half to turn into a whirlwind of elemental energy, gaining a flying speed of 30 feet and gaining the ability to hover, and losing your walking speed. This lasts until you end it as a bonus action.

Wrath of the Storm

At 18th level, you gain immunity to lightning and thunder damage. Additionally, as an action, you can discorporate into a living storm. For ten minutes or until you end it as an action your size becomes gargantuan, you gain a flying speed of 60 feet and are immune to the restrained and grappled conditions, and you gain resistance to all damage. While in this form, you cannot cast spells or make weapon attacks, and you can move throw other creatures spaces freely. Any creature of your choice that starts it's turn in your space takes 5d10 + your Charisma modifier lightning or thunder damage (your choice).
Once you use this feature, you cannot use it again until you finish a long rest or until you spend 6 sorcery points to use it again.

 

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