Storm Sorcery Revised in The Cantara Player's Compendium | World Anvil

Storm Sorcery Revised

Revisions

This revised take on the storm sorcery class aims to boost the overall power level of the class, as well as help it live up to the fantasy of a barely restrained storm. These changes hopefully turn the storm sorcerer into a class that can utilize an effective mix of hit-and-run tactics, battlefield control tools, and out of combat utility.
The primary changes are:
 
  • Added the Storm Magic feature. This feature gives the sorcerer access to key storm related spells. Perhaps the biggest problem with this subclass in my estimation is that the sorcerer's limited number of spells known discourages players from taking the spells that this class needs in order to reach its potential.
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  • Reworked the Tempestuous Magic feature into the Storm Surge feature. This ability now gives storm sorcerers a selection of bonus actions to choose from when they cast a leveled spell. This gives the player a more robust key feature to play with and helps actualize the fantasy of the class.
  • Also the flight distance has been increased by 5 feet.
     
  • Removed the leveled spell restriction from the Heart of the Storm feature. This change enables the sorcerer to use the Heart of the Storm ability while casting appropriate cantrips as well, boosting the damage output of the character and rewarding the use of lightning and thunder based cantrips. Now a storm sorcerer can reliably use this feature every turn of combat to allow damage to really stack up. It also improves the synergy with the Transmuted Spell Metamagic option.
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  • The Storm Guide feature now also provides the gust cantrip. I just think storm sorcerers should have the gust cantrip.
 

Storm Magic

1st-level storm sorcery feature
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. These spells can't be replaced when you gain a level in this class.
Sorcerer LevelSpells Known
1stfog cloud, thunderwave
3rdgust of wind, shatter
5thcall lightning, sleet storm
7thice storm, summon elemental (air)
9thcone of cold, control winds
 

Wind Speaker

1st-level storm sorcery feature
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.
 

Storm Surge

1st-level storm sorcery feature
The chaos of the storm flows through you and is eager to be released. Immediately before or after you cast a spell of 1st level or higher, you can choose one of the following bonus actions to perform on your turn. You gain additional bonus action options when you reach certain levels in this class, Sweeping Gale at level 6, and Cold Front at level 14.
  • Tempestuous flight (1st Level): You cause whirling gusts of elemental air to briefly surround you, allowing you to fly up to 15 feet without provoking opportunity attacks.
  • Sweeping Gale (6th level): You briefly channel the air in a 30 foot radius sphere around you into a strong wind that blows in the direction of your choice. Each creature of your choice in the sphere must succeed on a Strength saving throw or be pushed 10 feet in the direction of the wind.
    The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
  • Cold Front (14th level): You freeze the air in a 10 foot radius around you into swirling sleet and fog. It stays in that spot until the beginning of your next turn, during which time the affected area is difficult terrain for others, and the area is heavily obscured.
    The sleet extinguishes candles, torches, and similar unprotected flames in the area. The fog is dispersed by a moderate wind.
 

Heart of the Tempest

6th-level storm sorcery feature
You gain resistance to lightning and thunder damage.
In addition, whenever you start casting a spell 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

6th-level storm sorcery feature
You gain the ability to subtly control the weather around you.
You learn the gust cantrip, which doesn’t count against the number of cantrips you know.
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

14th-level storm sorcery feature
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

18th-level storm sorcery feature
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.