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Sorcerer - Storm Sorcery (Revised) - GM Binder
Sorcerer - Storm Sorcery (Revised) - GM Binder
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orcery Tempestuous Magic
Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn
Your innate magic comes from the power of elemental air.
to cause whirling gusts of elemental air to briefly surround
Many with this power can trace their magic back to a near-
you, immediately before or after you cast a spell of 1st level or
death experience caused by the Great Rain, but perhaps you
higher. Doing so allows you to fly up to 10 feet without
were born during the howling gale so powerful that folks still
provoking opportunity attacks.
tell stories of it, or your lineage might include the influence of
Optional Addition: If you end your turn in the air, you stay
potent air creatures such as djinn. Whatever the case, the
hovering until the end of your next turn.
magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew. Heart
Heart of
of the
the Storm
Storm
Their magic allows them to exert control over wind and
At 6th level, you gain resistance to lightning damage and
weather in their immediate area. Their abilities also prove
thunder damage. In addition, whenever you start casting a
useful in repelling attacks by sahuagin, pirates, and other
spell of 1st level or higher that deals lightning or thunder
waterborne threats.
damage, stormy magic erupts from your magic. This eruption
Storm Spells
Storm Spells causes creatures of your choice that you can see within 10 feet
of a point included in your spell to take lightning or thunder
You learn additional spells when you reach certain levels in
damage equal to half your sorcerer level.
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 Wind Soul
Wind Soul
against the number of sorcerer spells you know.
At 14th level, you gain a magical flying speed of 60 feet. As an
Whenever you gain a sorcerer level, you can replace one
action, you can reduce your flying speed to 30 feet for 1 hour
spell you gained from this feature with another spell of the
and choose a number of creatures within 30 feet of you equal
same level. The new spell must be a transmutation or
to 1 + your Charisma modifier (Minimum of 1). The chosen
conjuration spell from the sorcerer, warlock, or wizard spell
creatures gain a magical flying speed of 30 feet for 1 hour.
list.
Once you reduce your flying speed in this way, you can't do so
Storm Spells
Storm Spells again until you finish a short or long rest. (The base number of
creatures you can target increases to 2 at level 16 and to 3 at
Sorcerer Level Spells
level 18.)
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Levitate Storm
Storm''ss Fury
Fury
5th Call Lightning, Thunderstep At 18th level, you gain immunity to lightning and thunder
damage. When you are hit by an attack or a targeted spell, you
7th Control Water, Storm Sphere can use your reaction to deal lightning or thunder damage to
9th Control Winds, Maelstrom the attacker. The attacker must succeed a Strength saving
throw against your sorcerer spell save DC or take damage
Wind Speaker
Wind Speaker equal to your sorcerer level plus your spellcasting ability
The arcane magic you command is infused with elemental air. modifier and be pushed back 20 feet. On a successful save, the
You can speak, read, and write Primordial. Knowing this creature takes half damage and is not pushed back. You can
language allows you to understand and be understood by use this ability a number of times equal to your proficiency
those who speak its dialects: Aquan, Auran, Ignan, and Terran. bonus per long rest.
When a creature takes damage from this feature, you can
Storm
Storm Guide
Guide expend a spell slot to deal extra damage. For each level of
At 1st level, you gain the ability to subtly control the weather spell slot expended, you can deal 1d8 extra lightning or
around you. thunder damage (your choice).
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.