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Sorcerer: Storm Sorcery Revised

Your innate magic comes from the power of Ladros, the father of all storms. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Some form a mysterious connection with the Worldfont, the origin of all magic in Halaran. Many others were blessed for their service alongside the former Hylian god Ladros and given an innate connection to tempests. 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. In Einar, Storm Sorcerers are highly valued members of ships' crews, allowing the many fleets of sloops to hijack treasure ships on the high seas or voyage to far-off lands in the name of trade.    

Storm Magic - 1st Level

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

Additionally, whenever you learn a new Sorcerer spell, you can change its damage type to Lightning or Thunder.
Sorcerer Level Spells
1st Create or Destroy Water, Fog Cloud
3rd Gust of Wind, Warding Wind
5th Lightning Bolt, Thunder Step
7th Control Water, Ice Storm
9th Control Winds, Maelstrom
 

Windspeaker - 1st Level

The arcane magic you command is infused with elemental air. You can speak, read, and write Auran. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.  

Tempestuous Magic - 1st Level

You can 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 10ft without provoking opportunity attacks. This distance increases to 15ft at 5th level, 20ft at 11th level, and 30ft at 17th level.    

Storm Guide - 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.  

Heart of the Storm - 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 Charisma modifier.  

Storm's Fury - 14th Level

When you are hit by a melee attack, you can choose to deal lightning damage to the attacker. The damage equals half of your sorcerer level. You may also use a Reaction to force the attacker to 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 - 18th Level

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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