Sword Coast - Sorcerer - Origin

Sword Coast Sorcerous Origin
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STORM SORCERY
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.)
  • 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.
  • 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.

Sword Coast - Sorcerer - Origin

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