Sorcerous Origin

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 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.

Tempestuous Magic

Starting at 1st level, 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.

Storm Spells
Sorcerer level Spells
1 Create or Destroy Water
3 Warding Wind
5 Thunder Step
7 Summon Elemental OR Conjure Minor Elementals (Air only)
9 Cone of Cold

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 it.

Lightning Speed

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 on your turn. Doing so allows you to fly away without provoking opportunity attacks. You may carry no more weight than what your strength usually allows during the flight and any creature you are grappling at the start of your bonus action takes note of your change in focus, allowing them to roll a saving throw with advantage before you start moving.

At 1st level the distance you can cover with this Bonus Action is 10 feet, increasing to 15 feet at the 4th level, 20 feet at the 9th level, and 25 feet at the 14th level.

You must account for your landing, since this ability does not negate any falling damage you may take as a result of using it.

You may use this ability a number of times equal to half your sorcerer level (rounded up) per long rest, up to a maximum of 6 uses.

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BY: SOF_WITH_AN_F

Thunderous Retreat

Starting at level 2, when you use the Lightning Speed ability, you may choose to spend 3 Sorcery Points to speed up the elemental air you left behind, causing a small hurricane of opaque thunderous energy in the space you previously occupied, and any creatures within 10 feet of it must succeed on a Wisdom saving throw or be tricked into thinking you are hiding in the storm. Any creature who fails this save and tries to attack you during their turn goes for the storm instead. Creatures that attempt to make a melee weapon attack or a spell attack from a range of 5 feet or less take 1d6 lightning or thunder damage (your choice). Ranged weapon attacks, spells cast farther than 5 feet away from you, and any effect that would have made you roll a saving throw harmlessly pass through the storm, but may still affect you if you are within its range.

Alternatively, when you use Lightning Speed you may choose to spend 2 Sorcery Points to cause the spot you end the Bonus Action in to crackle and rumble with lightning and thunder, dealing 1d4 lightning or thunder damage (choose one) to all the creatures within 10ft of you if they fail a Constitution saving throw.

At level 4 the dice increase to 2d6 and 2d4 respectively, at level 8 they increase to 3d6 and 3d4, at level 12 they increase to 4d6 and 4d4, and at level 16 they increase to 5d6 and 5d4.

Commander of Thunderstorms

At 6th level, any time you cast a spell that deals Lightning damage, you may choose to invoke light thundering to follow it, causing all creatures of your choice within 10 feet of the center point of the lightning spell to take thunder damage equal to half your sorcerer level (rounded up).

Additionally, any time you use your action to cast a spell that deals Lightning damage, you may use your Bonus Action to cause booming thunder to follow it, dealing Thunder damage equal to 2d8 plus your Charisma modifier to any creatures of your choice within 10 feet of the center point of the lightning spell. If any of the creatures are afflicted by the frightened condition, the thunder deals an extra 1d4 psychic damage to that creature.

Every two levels you have in Sorcerer above 6th will allow you to spend Sorcery Points to add an extra 1d8, up to 6d8 total damage. The first extra die costs 1 Sorcery Point, the second 2 Sorcery Points, the third 3 Sorcery Points, and the fourth 4 Sorcery Points, to a maximum of 10 Sorcery Points spent.

A creature is unaffected by this ability if it is deafened. cat warrior

 

 

Storm Sorcerer

Commander of Thunderstorms
Sorcerer level Maximum Sorcery Points Spent Dice
6 0 2d8
8 1 3d8
10 3 4d8
12 6 5d8
14 and up 10 6d8

Storm guide

Also at 6th level, you gain the ability to subtly control the weather around you. You gain resistance to lightning and thunder damage. 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.

Furthermore, by weilding the power of the storm you become proficient (or if already proficient you gain expertise) in Intimidation and Nature.

Flight of the Hurricane

At 14th level you become so attuned to stormy winds and currents that any time the wind’s speed is not 0 where you stand, it aids you and your companions in your adventures. Choose one of the following effects:

  • Use an action to grant all creatures who start their turn within 15 feet of you 10 extra feet of movement on their turns.

  • Casting the Levitate spell on yourself will allow you to use your movement while airborne, with a flying speed equal to your walking speed. You are still limited by your usual carrying capacity and any creature you attempt to grapple has advantage on its saving throw. The spell will end if you come in contact with the ground.

If the windspeed falls to 0, the effect ends.

You may use this ability twice per long rest. You may change the effect chosen after a long rest.

I, of the Storm

At 18th level, you gain immunity to lightning and thunder damage.

Your affinity for stormy weather allows you to ignore any difficult terrain or visibility impairments caused by rain, wind or fog. If the rain occurred naturally rather than magically, you gain the following benefits:

  • When you perform an ability check using dexterity, you ignore disadvantage.
  • When you perform an ability check using wisdom, you may do so with advantage.

Additionally, whenever you start your turn on a space where it’s raining, you can trigger this effect to gain automatic advantage on any Dexterity, Constitution and Wisdom saving throws, except to maintain concentration, as well as automatic advantage on melee weapon attacks, ranged weapon attacks, and spell attacks you aim at a target that’s under the rain. The rain can be natural or magical, but it must already be there when you start your turn for it to trigger this ability.

The effects of this ability are halted if you’re not under rain. If you spend more than 3 rounds without rain falling on you, the ability will become inactive until you take a long rest, unless you spend 5 sorcery points to extend the time you may leave the rain by 5 extra rounds, to a total of 8.

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BY: SOF_WITH_AN_F

 

 

Feat

Favoured by the Tempest

Requires 4 levels in sorcerer and the Storm Sorcery sorcerous origin

Whether or not you worship a deity of the Storm, a divine being of such kind has taken note of your prowess. As a reward, they grant you the following:

  • You gain a +1 to Wisdom, to a max of 20
  • You learn one spell of the appropriate level, taken from the Tempest Domain Spell List once you reach levels 1, 3, 5, 7 and 9 in the Sorcerer class. These spells do not count against your number of Spells known and their Spellcasting ability is Wisdom.
if the feat is inviable, consider the following alternative Storm Spells list
Sorcerer level Spells
1 Create or Destroy Water
3 Warding Wind
5 Call Lightning
7 Summon Elemental OR Conjure Minor Elementals (Air only)
9 Destructive Wave