Storm v1.4.0 #
Storm Magic (1) #
- You learn additional Spells when you reach certain Levels in this Class, as shown on the Storm 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.
- Whenever you gain a Sorcerer Level, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or an Evocation Spell from the Druid, Sorcerer, or Wizard spell list.
Storm Spells #
Sorcerer Level | Spells |
---|---|
1st | Thunder Wave, Witch Bolt, Lightning Lure |
3rd | Shatter, Warding Wind |
5th | Call Lightning, Sleet Storm |
7th | Control Water, Summon Elemental |
9th | Maelstrom, Wrath of Nature |
Storm’s Chosen (1) #
- Combines the “Wind Speaker” and “Tempestuous Magic” features to allow space for the new “Storm Magic” feature.
Heart of the Storm (6) #
- The damage of this feature is equal to your Sorcerer Level.
- The range of this feature is raised to 20 feet, and at 14th Level it increases to 40 feet.
- Additionally, you can trigger this feature by changing the Damage Type of a Spell via the Transmuted Spell Metamagic Option.
Storm Guide (6) #
- If it is raining, you can use your Bonus Action to cause the rain to stop falling in a 30-foot-radius sphere centered on you. You can end this effect at will.
- While the rain or wind are altered via this feature, whenever you deal Lightning or Thunder Damage targets take additional damage equal to your Sorcerer Level.
Storm’s Fury (14) #
- If the Attacker failed their Strength Saving Throw they are also Dazed until the end of their next turn.