Thunderborn
"A silent screaming sky, clad in dark grey cowl,
we, the hunters, bound chase it down.
Splintered strands of sundered light do scowl and streak
across the sky.
Our eyes alight, refracting sight of momentary day
amidst the night.
We wait.
The brightness wanes, then silence fades, as we embrace
our birth.
Our right."
Svashra Raktan - Chronicler of the Stormbound Brigade
Children of the after, Thunderborn often attribute their birth to the aftermath of great primordial storms, commonly originating in dense tropical jungles or arid coastal communities. Some claim ties to the Unyielding Echo, a restless, unidentifiable roar that dominates the vast Tallier Range. In truth, most Thunderborn often struggle to identify the source of their lineage, as bloodlines can remain dormant for hundreds of years. Many claim that the longer a lineage has remained dormant, the more powerful its origin.
Thunderborn Origin Spells
You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know.
If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
| Sorcerer Level | Spell |
|---|---|
| 1 | Thunderwave |
| 3 | Shatter |
| 5 | Thunder Step |
| 7 | Storm Sphere |
| 9 | Destructive Wave |
Sonic Attunement
At 1st level, you can pinpoint reverberations of sound with stunning accuracy, even in the most cacophonous situations.
You are immune the the deafened condition and have advantage on perception checks that rely on hearing.
Echoed Words
At 1st level, you can delay the resonance of your voice, granting you finesse over the delivery of your spells.
When you ready a spell with a verbal component, you can choose to do so without stating a trigger. Instead, you may hold the spell for a number of turns equal to your Charisma modifier, using your reaction to release it at any point during that time. Holding a spell while using this feature does not require concentration.
Once you use this ability, you must complete a short or long rest before doing so again.


Amplified Defense
A manipulator of sonic energy, at 6th level, whenever a creature within 30 feet of you damages you with weapon attack or a spell that requires a verbal component, you can use your reaction to amplify the sonic energy of that assault, turning it back against your opponent.
The creature must make a dexterity saving throw against your spell save DC. On a failure, one held item of your choosing is flung from their grasp, knocked 15 feet away from you, and they takes 2d8 thunder damage. On a success, they maintain a hold on their equipment, and take half this damage.
Once you use this ability, you must complete a short or long rest before doing so again.
Discordance
At 14th level, your control over the verbal components of magic has surpassed prior limits, allowing you to exert this dominance over would-be foes.
Whenever a creature you can see within 60 feet of you casts a spell that requires a verbal component, you can spend 3 sorcery points as a reaction to force that creature to make a charisma saving throw. On a failure, you delay the resonance of their required verbal components, preventing any of its effects from taking place until the start of the creature’s next turn and dealing 2d6 thunder damage to them when the spell takes effect. (The spell maintains its original target, if that target is no longer applicable, the spell is lost).
CREDITS
Artwork - Created using WomboDream
Thunderborn Origin - William Hinz
www.william-hinz.com
Calm Before the Storm
At 18th level, you can create a sonic vacuum, absorbing and channeling sound around you into towards a thunderous explosion.
As an action, you can spend 2 sorcery points to create a 20 foot radius aura around yourself that is regarded as being under the effects of the silence spell. You are immune to the effects of this aura, and can hear any sound that would otherwise travel in or out of the space.
At the end of each of your subsequent turns, you can spend 1 sorcery points to maintain this aura for another round, up to a maximum of five rounds. Alternatively, you can use a bonus action to release the sonic energy stored within the aura. When you do so, any other creatures within the area of effect must succeed on a constitution saving throw or be knocked back 20 feet, taking 2d8 Thunder damage per round the aura was maintained. On a success, a creature is only knocked back 10 feet, and takes half this damage.
Once you use this ability, you must complete a long rest before doing so again.
Thunderborn Quirks
| d6 | Quirk |
|---|---|
| 1 | Long silences unnerve you. |
| 2 | You've searched far and wide for the most devastating storms. |
| 3 | You're often a sentence or two behind the conversation. |
| 4 | While you're usually a quiet person, but when you speak, people listen. |
| 5 | You make fun trying to guess the exact distance of a sound based on its delay. |
| 6 | You can hear whale songs, elephant calls and other peculiar frequencies often missed by those around you. |

