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Your innate magic comes from the power of elemental air and the fury of the storm. Many with this power can trace their magic back to a near-death experience in a mighty tempest, 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 djinni. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers often find their abilities invaluable when facing the elements or navigating treacherous skies and seas. Their magic allows them to exert control over wind and weather in their immediate area, and their powers prove useful in repelling threats and commanding the battlefield with raw elemental force.

Level 1: 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.
Additionally, you have advantage on Wisdom (Survival) checks made to predict the weather for the next 24 hours, and you can accurately sense the direction of the prevailing wind without needing to test it.

Level 1: Tempestuous Magic

When you cast a sorcerer spell of 1st level or higher using a spell slot, or a sorcerer cantrip that deals lightning or thunder damage, as a bonus action on your turn you can cause whirling gusts of elemental air to briefly surround you, immediately after you cast the spell. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Level 1: Storm Magic Spells

You learn additional spells when you reach certain levels in this class, as shown on the Storm Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells are always considered known spells for you while you have Sorcerer spell slots of the appropriate level.

Storm Magic Spells

Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter, Warding Wind
5th Call Lightning, Lightning Bolt
7th Ice Storm, Storm Sphere
9th Control Winds, Maelstrom

Level 6: Heart of the Storm

Your affinity with storms grants you the following benefits:

  • Elemental Resistance. You gain resistance to lightning and thunder damage.

  • Storm's Fury. When you cast a spell of 1st level or higher that deals lightning or thunder damage, creatures of your choice that you can see within 15 feet of you take lightning or thunder damage (your choice) equal to your Proficiency Bonus.

  • Potent Spell. When you cast a spell that deals lightning or thunder damage, you can spend 1 Sorcery Point to maximize one of the spell's lightning or thunder damage dice.

Level 6: Storm's Embodiment

You can use a Bonus Action to spend 1 Sorcery Point and wreathe yourself in elemental air for 1 minute. While wreathed, you gain one of the following benefits of your choice (chosen when you activate this feature):

  • Howling Gale. Ranged attacks made against you have disadvantage.

  • Roaring Current. Your walking speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

  • Static Charge. Any creature that hits you with a melee attack takes lightning damage equal to your Charisma modifier (minimum of 1).

Level 14: Living Maelstrom

When a creature hits you with a melee attack, it takes lightning damage equal to half your sorcerer level (rounded down). You can also use your Reaction when this happens to force the attacker to 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 and knocked prone.

Level 18: Wind Soul

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.