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Sorcerer |
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Sorcerer: Sorcerous Manifestation: Stormborn
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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. |
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Stormborn Features |
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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. |
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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. |
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