Storm Sorcery (Reconstructed)- D&D 5e

by UnderpaidGolbin

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Sorcerous Origin

Storm Sorcerer

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, as their power over the elements can protect sailors on their perilous journey.

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial and its dialects: Aquan, Auran, Ignan, and Terran.

Additionally, you learn the Gust cantrip.

Tempestuous Magic

Starting at 1st level, you may use your bonus action immediately before or after you cast a spell of 1st-level or higher, moving yourself up to 10 feet horizontally without provoking opportunity attacks, as arcane winds spirit you away.

At 4th level, you can choose to hover in place after using this ability, safely returning to the ground at the beginning of your next turn.

At 8th level, you can move 15 feet using this ability.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage.

In addition, whenever you cast a spell of 1st-level or higher that deals lightning or thunder damage, crackling storms erupt from you. This eruption forces all creatures of your choice that you can see within 20 feet of you to make a Dexterity saving throw against your spell save DC or take lightning or thunder damage (your choice) equal to half your sorcerer level. A creature within 10 feet of you has disadvantage on their save.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you as an action once per rest. The effect lasts for 1 minute or until dispelled as a bonus action on your turn.

  • You can create or end rain in a 100 foot sphere centered on you, as if you were concentrating on a spell. If it is currently raining, you magically prevent the rain from entering the sphere. If it is not raining, rain magically appears from the top of the sphere, dousing all non magical fires within range.

  • You create or calm strong winds within a 100 foot sphere centerd on you. If there is strong wind, you may prevent it from entering the sphere, as if the wind inside was a gentle breeze. If there is no wind, you may create strong winds within the sphere, dispersing gasses or other similar effects that are affected by such winds.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you may spend 2 sorcery points and use your reaction to deal lightning damage to the attacker equal to 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 up to 8 creatures within 30 feet of you. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. If this flight is dispelled on one of the affected creatures, the feature ends early for all creatures. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Rebrew | Storm Sorcerer (reconstructed)
Revision Quick-Reference

Changes by feature:

Wind Speaker - Wording changed around Primordial dialects for the aesthetic. Added a much needed cantrip.
Tempestuous Magic - Made wording more concise. Added additional features to scale with level.
Heart of the Storm - Improved flavor text. Tactical functions for AoE.
Storm Guide - Completely reworked entire ability. Gave this feature a purpose beyond visual effects.
Storm's Fury - Had a feature use sorcery points, since nothing else used this class's resource.
Wind Soul - Removed useless calculation and set creature maximum to 8. Added additional limitation.

Other than a minor change to the end of the flavor paragraph, I tried to remain as faithful to the original subclass and writing as possible. I wanted this to approach being on par with other origins, without feeling like a new subclass.

Optional Feature

Since Tasha's Cauldron of Everything added a Spell's Known feature to sorcerous origins, I wanted to include the option, while still keeping the sanctity of the original subclass. Below is an optional feature if you and your DM agree it would benefit your character.

Storm Magic

You learn additional spells when you reach certain levels in this class, as shown on the Storm Sorcery Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you replace a spell learned from this subclass, you must replace it with a spell that deals lightning or thunder damage.

Storm Sorcery Spells
Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Misty Step
5th Call Lightning, Thunder Step
7th Control Water, Storm Sphere
9th Maelstrom, Control Winds
Rebrew | Storm Sorcerer (reconstructed)
 

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