Sorcerous Origin
Stormborn
These sorcerers embody the raw fury of the storm, channeling the power of thunder and lightning. Their eyes crackle with energy, and their presence shifts like rolling thunderclouds. With devastating bolts and commanding winds, they leave electrifying chaos in their wake.
Stormborn manifestation spells
Storm Magic
If you expend sorcery points to cast a spell from the stormborn manifestation spell list, you can immediately fly a number of feet equal to 10 times the level of the spell without provoking opportunity attack.
If you replace a spell from you manifestation spell list, the new spell must be an evocation or a transmutation spell from the primal spell list.
Stormborn Manifestation
Beginning at 3rd level, you become a living conduit of stormy energy, and your very presence crackles with latent electrical power. The air around you feels charged, constantly charged with static electricity that makes your surroundings hum with barely restrained energy. Your movements are accompanied by the occasional flash of lightning, and occasional thunder can be heard when you speak loud, hinting at the storm's uncontainable force within you.
You gain the following abilities:
Stormy Squall. As action, you create a sudden gust of wind that blasts out from you in a 15-foot line, 5 feet wide, in a direction you choose. Each creature in that line must succeed on a Strength saving throw or take lightning damage equal to your sorcerer level and be pushed 15 feet away from you.
You can only use this ability once between long rests, unless you spend 1 sorcery point to use it again.
Wind Soul
Beginning at 10th level, you gain a magical flying speed of 30 feet.
As an action, you can share your flying speed for 1 hour. 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 have shared your flying speed, you can't do so again until you finish a short or long rest.
Channel Storm
Also beginning at 10th level, you can use a bonus action to deal an additional 1d12 damage to one creature the next time you hit with an attack or deal lightning or thunder damage before the end of your turn.
Call Tempest
Beginning at 14th level, you can use an action to call down the full might of the storm, unleashing a tempest of destructive energy upon your foes.
You create stormy conditions. A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 120-foot radius, centred on a point you can see within range directly above you for up to 10 minutes.
At the beginning of you turn, you gain one of the following effects for the duration:
Lightning Strike. One creature of your choice underneath the storm cloud must make a Dexterity saving throw as a bolt of lightning flashes down. On a failed saving throw, the target takes 2d12 lightning damage.
Thunderous Roar. All creatures underneath the storm must make a Constitution saving throw or take 1d6 thunder damage. If a create must make a Constitution saving throw to maintain concentration after taking this damage, the creatures has disadvantage on this roll.
Downpour. Heavy rain falls under the cloud. Until the beginning of your next turn, the area is heavily obscured and all fire in the area is immediately put out.
Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Sorcerer Level |
Spells |
3 |
finger lightning, thunder wave, gust
of wind |
4 |
levitate |
5 |
call lightning |
6 |
sleet storm |
7 |
storm sphere |
8 |
water sphere |
9 |
control winds |