Sorcerous Origin: Storm Blood

by CoffeeSorcerer69

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Sorcerous Origin: Storm Blood

Your innate magic comes from the power of elemental air. Many with this power can trace their magic mack 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.

Storm Blood Origin Spells
Sorcerer Level Spells
1st Fog Cloud
3rd Gust of Wind
5th Wind Wall
7th Storm Sphere
9th Control Winds
11th Wind Walk

Wind Speaker

The arcane magic you command is infused with elemental air, this grants you aptitude in all forms of air magic. 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

Starting at 1st level, you can manipulate the the world around you through elemental air magic in the following ways:

  • Blindsight: You have blindsight with a range of 60 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Whirling Gust: You can cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell as part of the same action. Doing so allows you to fly up to 10 feet in a direction of your choice without provoking opportunity attack. You remain in the air until the end of your next turn, until you move, or you choose to leap onto an elevated platform within your reach. No matter what you do, when you fall from this height, you float down gently and don't take any fall damage.
    The flight distance increases to 20 feet at 5th level, 30 feet at 11th level, and 40 feet at 17th level.
  • Overcharge: You can spend 2 sorcery points to ignore resistance to lightning and thunder damage, and treat immunity as resistance of other creatures and objects for up to 1 hour or until you choose to end this feature.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage, and when you roll lightning or thunder damage, you can spend a 3 sorcery points to deal maximum damage, instead of rolling.

In addition, you learn the Call Lightning spell and it doesn't count against your spells known. When casting it, you can expend 4 sorcery points to cast it as a bonus action and can choose to spend a number of additional sorcery points up to a maximum of half your Sorcerer level rounded down. Each additional sorcery point you spend equates to one additional turn after the inital casting of the spell where you are able to bring the lightning down as a bonus action instead of an action.

Storm Guide

Also at 6th level, you gain the ability to partially control the weather around you.

If it is raining, you can use an action to cause the rain to freeze or stop falling in a 100-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 150-foot-radius sphere centered on you. The wind blows in that direction for up to ten minutes or until you use this feature again. This feature can alter the speed of the wind from 5-30 miles per hour.

Storm's Fury

At 14th level, whenever a creature within 60 feet of you hits you with an attack, you can use your reaction to deal lighting and thunder damage to them equal to your sorcerer level and push them up to 20 feet away from you in a straight line if they're within 10 feet of your, knocking them prone if they are no more than one size larger than you. If there are other hostile creatures within 15 feet of the attacker when they hit you, they must make a dexterity saving throw or take the half the amount of lightning damage (rounded up).
Also, you learn the Whirlwind spell and it doesn't count against your spells known.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage, and you learn the Control Weather spell and it doesn't count against your spells known.

You gain a magical flying speed that equals your current walking speed + 30 feet, and you no longer take fall damage. As an action, you can reduce your flying speed by 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 5 + 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.

 

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