Storm
Infused at some point when the very wrath of nature was made manifest. These Sorcerers are forces of nature that do their own will. They can trace their powers from the interplanar spaces between the Elemental Planes and the Planes themselves. The power of the storm permeates you and your being.
| Level | Prepared Spells |
|---|---|
| 3 | Featherfall, Gust, Gust of Wind, Levitate, Thunderwave |
| 5 | Call Lightning, Sleet Storm |
| 7 | Ice Storm, Storm Sphere |
| 9 | Control Winds, Maelstrom |
Subclass Features
Origin Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Wind Speaker
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Tempestuous Magic
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 you can fly up to 30 ft to a point you can see without provoking opportunity attacks.
Heart of the Storm
The power of the storm becomes a part of you. You gain Resistance to Lightning and Thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals Lightning or Thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 ft of you to take Lightning or Thunder damage (Choose each time this ability activates) equal to half your Sorcerer level.
You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Cradled by the Storm
The power of the storm protects you. You fall at a rate of 30 ft per round. During periods of wind, rain, or snow you gain an additional plus 2 AC and plus 2 to your saving throws.
Storm's Fury
When you are hit by a melee attack, you can use your reaction to deal Lightning damage to the attacker. The damage equals your Sorcerer level. The attacker must also make a STR saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 ft away from you.
Storm Soul
The storm surges through your veins and into your soul giving you the following features
Storm Body: You gain Immunity to Lightning and Thunder damage.
Fly on the Wind: You also gain a magical Flying speed of 60 ft. As an action, you can reduce your Flying speed to 30 ft for 1 hour and choose a number of creatures within 30 ft of you equal to 3 + your CHA modifier (Minimum 1). The chosen creatures gain a magical Flying speed of 30 ft 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.
Call the Storm: You can use a magical action once per long rest to call upon a storm. The storm covers a sphere 300 ft in diameter that lasts for one hour. Each turn you can choose one or any combination of the following weather events: wind, rain, and/or snow.