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Sorcerer

Storm Sorcery Heart of the Storm


At 6th level, you gain resistance to lightning and thunder
Source: Revision
damage. In addition, whenever you start casting a spell of 1st
Original from From Sword Coast Adventurer's Guide and
level or higher that deals lightning or thunder damage,
Xanathar's Guide to Everything
stormy magic erupts from you. This eruption causes
Your innate magic comes from the power of elemental air. creatures of your choice that you can see within a number of
Many with this power can trace their magic back to a near- feet equal to 5 times your Proficiency Bonus of you to take
death experience caused by the Great Rain, but perhaps you lightning or thunder damage (choose each time this ability
were born during a howling gale so powerful that folk still tell activates) equal to half your sorcerer level.
stories of it, or your lineage might include the influence of
potent air creatures such as vaati or djinn. Whatever the case, Storm Guide
the magic of the storm permeates your being. At 6th level, you gain the ability to subtly control the weather
Storm sorcerers are invaluable members of a ship's crew. around you. If it is raining, you can use an action to cause the
Their magic allows them to exert control over wind and rain to stop falling in a 20-foot-radius sphere centered on you.
weather in their immediate area. Their abilities also prove You can end this effect as a bonus action.
useful in repelling attacks by sahuagin, pirates, and other If it is windy, you can use a bonus action each round to
waterborne threats. choose the direction that the wind blows in a 100-foot-radius
You learn additional spells when you reach certain levels in sphere centered on you. The wind blows in that direction
this class, as shown on the Storm Sorcery Spells table. Each until the end of your next turn. This feature doesn't alter the
spell counts as a sorcerer spell for you, but it doesn’t count speed of the wind.
against the number of sorcerer spells you know.
Whenever
you gain a sorcerer level, you can replace one spell you gained
from this feature with another spell of the same level. The Optional: Unstoppable Lightning
new spell must be an evocation or a transmutation spell from This feature replaces Heart of the Storm.

the sorcerer, warlock, or wizard spell list. At 6th level, any spell or effect you create that
deals lightning or thunder damage ignores
Storm Sorcery Spells resistance to the same damage type.
Sorcerer Level Spells At 14th level, immunity to lightning or thunder
damage is treated as resistance for your lightning
1st Fog Cloud, Thunderwave
or thunder spells and effects.
3rd Gust of Wind, Shatter
5th Call Lightning, Wind Wall
Storm's Fury
7th Control Water, Storm Sphere
Starting at 14th level, when you are hit by a melee attack, you
9th Control Winds, Maelstrom can use your reaction to deal lightning or thunder damage to
the attacker (choose each time this ability activates). The
Wind Speaker damage equals your sorcerer level. The attacker must also
The arcane magic you command is infused with elemental make a Strength saving throw against your sorcerer spell
air. You can speak, read, and write Primordial. Knowing this save DC. On a failed save, the attacker is pushed in a straight
language allows you to understand and be understood by line up to 20 feet away from you.
those who speak its dialects: Aquan, Auran, Ignan, and
Terran.
Optional: Wind Lift
Tempestuous Magic This feature replaces Storm’s Fury.

Starting at 1st level, you can use a bonus action on your turn At 14th level, you can use a bonus action to
to cause whirling gusts of elemental air to briefly surround control the wind about you, giving a flying speed
you, immediately before or after you cast a spell of 1st level or equal to your current walking speed. Flying will last
higher. Doing so allows you to fly up to a number of feet equal until you're incapacitated, you die, or you dismiss
the feature. You take no fall damage if you are
to 5 times your Proficiency Bonus without provoking incapacitated while in the air.
opportunity attacks.

Sorcerer: Storm Sorcery


Dec 12019
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wind Soul
At 18th level, you gain immunity to lightning and thunder Origion File Location
damage.
Files copied from Revision on Homebrewery.

You also gain a magical flying speed of 60 feet or equal to


your current walking speed if your current walking speed is
greater. 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 Charisma 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.

Clearly a mid to close range sorcerer.


Change Heart of the Storm from 10 to 15 or
5xProf feet. Wanted it at least 30 ft, but based
on Jeremy Crawford’s comments on design we
came to 10 ft made sense at lv 1, but it would
be 15 ft at lv 3, so we did some mock ups and
that too worked better at 15 ft.
Storm's Fury add lightning or thunder. Create
optional lv 14, since themed around the power
of air and flying, it seems odd that it gets this
ability at lv 18, while half the sorcerer
subclasses get fly or teleport at lv 14. Some
commented it should get it before the others,
however, lv 6 seem too early, so optimal feature
was for lv 14.

Sorcerer: Storm Sorcery


Dec 2019
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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