Storm Sorcerer in Audalis | World Anvil

Storm Sorcerer

Storm Sorcerer

Your innate magic comes from the power of elemental air. Many with this power can trace their magic mack 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.

 

Storm Sorcerer Origin Spells

Sorcerer Level Spells
1st witch bolt or fog cloud
3rd gust of wind or warding wind
5th wind wall or call lightning
7th storm sphere or freedom of movement
9th control winds or steel wind strike
11th chain lightning or investiture of wind

 

Wind Speaker

The arcane magic you command is infused with elemental air, this grants you aptitude in all forms of air magic. You can speak, read, and write Auran.
 

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. If you are prone then you only fly up 5 feet, afterwards you aren't considered prone but you lose 10 feet of movement speed for 1 round.
 

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell 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 and thunder damage each equal to a quarter of your sorcerer level (rounded up).
 

Storm Guide

Also at 6th level, you gain the ability to partially control the weather around you.
  If it is raining, you can use an action to cause the rain to stop falling in a 50-foot-radius sphere centered on you. You can end this effect as a bonus action. You can also spend 3 sorcery points to cast the Tidal Wave spell; you must finish a short or long rest to use this ability again.
  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. You can also spend 3 sorcery points to cast the Wind Wall spell without concentration; you must finish a short or long rest to use this ability again.
  If it is stormy, you can use a bonus action to control whenever the lightning strikes in the sky. You can also spend 3 sorcery points to cast the Call Lightning spell without concentration; you must finish a short or long rest to use this ability again.
  You gain an additional use of the storm guide spells at 14th level (2nd use), and 18th level (3rd use).
 

Storm’s Fury

At 14th level, when you are hit by an attack within 10 feet of you, you can use your reaction to deal lightning and thunder damage to the attacker. The lightning and thunder damage both equal half your sorcerer level rounded up. 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, and 10 feet on a successful save.
 

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage. You gain a magical flying speed equal to your current walking speed + 30 feet, and you no longer take fall damage. 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 Constitution 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.
  You can also spend 12 sorcery points to summon a storm to strike a number of creatures equal to half your sorcerer level (rounded down) with lighting and thunder, or push them around into objects to concuss them. The storm lasts for 5 minutes and in that time you can use your action to strike creatures with a bolt of lightning or push them 30 feet in a direction of your choice with a gale.
  A creature being struck by your lightning must make a Dexterity saving throw or take lighting and thunder damage both equal to your sorcerer level and half damage on a successful save. A creature pushed by your wind must succeed on a Strength saving throw or be pushed 30 feet in a direction of your choice, the creature must then make a Dexterity saving throw or fall prone taking bludgeoning damage equal to half your sorcerer level rounded up. If there is an object in the direction of the creature being pushed then they take bludgeoning damage equal to half your sorcerer level.
  Once you have selected the creatures they are all affected by the same action you choose.

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