Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
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.
Storm Magic
You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Storm Magic | |
---|---|
Sorcerer Level | Spells |
1st | Thunderous Smite, Zephyr Strike |
3rd | Skywrite, Spike Growth |
5th | Call Lightning, Wind Wall |
7th | Freedom of Movement, Speedy Courier |
9th | Conjure Elemental, Steel Wind Strike |
Tempestuous Magic
Starting at 1st level, 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. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Storm Metamagic
Starting at 3rd level, you gain an additional metamagic from your storm-born soul. Choose an option from the list below, it is added to your list of known metamagic, and doesn't count against your number of metamagic's known.
Thunderous Spell. When you cast a spell that deals lightning or thunder damage, you can expend 3 sorcery points. All creatures affected by the spell must make a constitution saving throw with a DC equal to your sorcerer spell save DC. If they fail, they are considered blinded or deafened (your choice) until the end of your next turn.
Dashing Spell. When you cast a spell, you can expend 1 sorcery point. Until the start of your next turn, you can use your reaction to move up to half your movement without triggering opportunity attacks when a creature moves within 5 feet of you.
- You can use Dashing Spell even if you have already used a different Metamagic option during the casting of the spell.
- You can use Dashing Spell even if you have already used a different Metamagic option during the casting of the spell.
At 11th level, you gain the other metamagic option from the list.
Heart of the Storm
At 6th level, 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 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Storm Guide
At 6th level, you gain the ability to subtly control the weather around you.
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.
Storm's Fury
Starting at 14th level, 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 Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Wind Soul
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. 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.