Remove these ads. Join the Worldbuilders Guild

Storm Sorcery


Hit Points

Hit Dice: d6 per Storm Sorcery level
Hit Points at first Level: See Sorcerer
Hit Points at Higher Levels: See Sorcerer

Proficiences

Armor: See Sorcerer
Weapons: See Sorcerer
Tools: See Sorcerer
Saving Throws: See Sorcerer
Skills: See Sorcerer

Subclass Options

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 finish a long rest, 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, levitate
5th Lightning bolt, thunderstep
7th Storm sphere, watery sphere
9th Destructive wave, wrath of nature

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.  

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.  

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.  

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.  

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.
 


Created by

Smiley7789.

Statblock Type

Class Features

Link/Embed