Storm Sorcery
Channel the Fury of the Storm
Your innate magic comes from the power of elemental air and the violence of the storm. Many Sorcerers with this power trace its awakening to a near-death experience in a mighty tempest. Others were born during legendary storms, or carry the influence of powerful beings associated with elemental air, such as vaati or djinn.
Whatever its origin, the magic of wind, thunder, and lightning permeates your being.
Storm Sorcerers can exert control over wind and weather in their immediate surroundings. Their abilities are particularly useful when confronting dangerous storms, navigating treacherous skies or seas, and repelling enemies with the force of elemental air.
Level 1: Wind Speaker
The magic within you carries an instinctive understanding of elemental air.
You can speak, read, and write Primordial. Knowing Primordial allows you to understand and be understood by creatures that speak its dialects: Aquan, Auran, Ignan, and Terran.
In addition, you have Advantage on Wisdom (Survival) checks made to predict the weather for the next 24 hours, and you can accurately determine the direction of the prevailing wind without making an ability check.
Level 1: Tempestuous Magic
You can call on the winds to carry you through battle.
Immediately after you cast a Sorcerer spell of level 1 or higher using a spell slot, or immediately after you cast a Sorcerer cantrip that deals Lightning or Thunder damage, you can take a Bonus Action to fly up to 10 feet.
This movement doesn't provoke Opportunity Attacks.
If you end this movement in the air and have no other means of remaining aloft, you fall.
Level 1: Storm Magic Spells
Your connection to the storm grants you additional spells.
When you reach a Sorcerer level specified in the Storm Magic Spells table, you always know the spells listed for that level.
These spells count as Sorcerer spells for you and don't count against the number of Sorcerer spells you know.
| Sorcerer Level | Spells |
| 1 | Fog Cloud, Thunderwave |
| 3 | Gust of Wind, Shatter, Warding Wind |
| 5 | Call Lightning, Lightning Bolt |
| 7 | Ice Storm, Storm Sphere |
| 9 | Control Winds, Maelstrom |
Level 6: Heart of the Storm
The elemental power within you has grown strong enough to protect you and lash out at nearby creatures.
You gain the following benefits.
Elemental Resistance
You have Resistance to Lightning and Thunder damage.
Storm's Fury
When you cast a Sorcerer spell of level 1 or higher that deals Lightning or Thunder damage, creatures of your choice that you can see within 15 feet of yourself take Lightning or Thunder damage, your choice, equal to your Proficiency Bonus.
Potent Spell
When you roll Lightning or Thunder damage for a Sorcerer spell, you can spend 1 Sorcery Point to treat one of those damage dice as though it had rolled its maximum value.
Once you use this benefit on a spell, you can't use it on that spell again.
Potent Spell isn't a Metamagic option and can be used even if you have already applied Metamagic to the spell.
Level 6: Storm's Embodiment
You can surround yourself with a persistent mantle of elemental air.
As a Bonus Action, you can spend 1 Sorcery Point to activate this feature for 1 minute.
While it is active, choose one of the benefits below. At the start of each of your turns, you can change which benefit is active. Only one benefit can be active at a time.
Howling Gale
Ranged attack rolls against you have Disadvantage.
Roaring Current
Your Speed increases by 10 feet, and your movement doesn't provoke Opportunity Attacks.
Static Charge
Once per turn, when you deal damage to a creature with an attack or a Sorcerer spell, you can deal additional Lightning damage to that creature equal to your Charisma modifier.
Level 14: Living Maelstrom
The storm has become an extension of your body. Wind and lightning gather around you instinctively when enemies draw near.
You gain the following benefits.
Static Discharge
Whenever a creature hits you with a melee attack, that creature takes Lightning damage equal to your Charisma modifier.
Thunderous Blast
When a creature hits you with a melee attack, you can take a Reaction to force that creature to make a Strength saving throw against your Sorcerer spell save DC.
On a failed save, the creature is pushed up to 20 feet directly away from you and has the Prone condition.
Level 18: Wind Soul
You have become deeply attuned to the elemental forces of the storm.
You have Immunity to Lightning and Thunder damage.
You also gain a Fly Speed of 60 feet.
As a Magic action, choose a number of willing creatures you can see within 30 feet of yourself, up to your Charisma modifier, with a minimum of one creature.
Each chosen creature gains a Fly Speed of 30 feet for 1 hour.
Once you grant this flying speed, you can't do so again until you finish a Long Rest unless you spend 5 Sorcery Points to restore your use of the feature.