Sorcerer

 

Sorcerer: Sorcerous Manifestation: Stormborn

These sorcerers’ magic manifest the raw fury of the storm, channelling the power of thunder and lightning. Their eyes crackle with energy, and their presence shifts like rolling thunderclouds. With devastating bolts and commanding winds, they leave electrifying chaos in their wake.

 

Stormborn Features

Storm Magic

If you expend sorcery points to cast a spell from the ‘stormborn’ spell list, you can immediately fly a number of feet equal to 10 times the level of the spell without provoking opportunity attack.

When you finish a long rest, you can replace one of these spells with another spell instead of replacing one of your sorcerer spells. When you replace one of these spells, the new spell must be an evocation or a transmutation spell from the primal spell list.

 

Stormborn Manifestation

Beginning at 3rd level, you become a living conduit of stormy energy, and your very presence crackles with latent electrical power. The air around you feels charged, constantly charged with static electricity that makes your surroundings hum with barely restrained energy. Your movements are accompanied by the occasional flash of lightning, and occasional thunder can be heard when you speak loudly, hinting at the storm's uncontainable force within you.

Stormborn Spells

Sorcerer Level

Spells

3

Finger lightning, thunder wave, gust of wind

4

Levitate

5

Call lightning

6

Sleet storm

7

Storm sphere

8

Water sphere

9

Control winds

You gain the following abilities:

          Stormy Squall. As action, you create a sudden gust of wind that blasts out from you in a 15-foot line, 5 feet wide, in a direction you choose. Each creature in that line must succeed on a Strength saving throw or take lightning damage equal to your sorcerer level and be pushed 15 feet away from you.

You can only use this ability once between long rests, unless you spend 1 sorcery point to use it again.

 

Wind Soul

Beginning at 10th level, your very being is infused with powerful winds:

          You gain a magical flying speed of 30 feet.

          Once between short or long rests, you can choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier as an action. The chosen creatures magically gain a flying speed of 30 feet for 1 hour.

 

Channel Storm

Also beginning at 10th level, you gain one of the following effects once on each of your turns:

          You can add 1d10 lightning damage to the damage roll of an attack.

          You can add 1d10 to one damage roll of a spell that deals lightning or thunder.

 

Call Tempest

Beginning at 14th level, you can use an action to call down the full might of the storm, unleashing a tempest of destructive energy upon your foes.

You create stormy conditions. A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 300-foot radius, centred on a point you can see within range directly above you for up to 1 hour or until you lose concentration (as if you were concentrating on a spell).

At the beginning of you turn, you gain one of the following effects for the duration:

          Lightning Strike. One creature you are aware of underneath the storm cloud must make a Dexterity saving throw as a bolt of lightning flashes down. On a failed saving throw, the target takes 3d10 lightning damage.

          Thunderous Roar. All creatures underneath the storm must make a Constitution saving throw or take 1d6 thunder damage. If a create must make a Constitution saving throw to maintain concentration after taking this damage, the creatures have disadvantage on this roll. You are immune to this effect.

          Downpour. You cause heavy rain to fall or cease under the cloud. While rain falls under the cloud, the area is heavily obscured and all fire in the area is immediately put out.

Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.