78 lines
5.7 KiB
Markdown
78 lines
5.7 KiB
Markdown
---
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source: Players Guide 2
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---
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The power of the storm thunders within you. The magic that courses through you is as inescapable as a blizzard, as undeniable as a hurricane. Highly prized as sailors and mercenaries, these powerful sorcerers, completely untethered to the earth that bore them, can unleash natural disasters as easily as an exhaled breath, empowering their spells with enough thunder and lightning to shake the earth and split the skies.
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| Cyclonic Progression | |
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| -------------------- | ------------------------------------------------- |
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| Sorcerer Level | Features |
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| 3rd | Cyclonic Origin Spells, Stormborn, Whirlwind Step |
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| 7th | Fulminated Magic |
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| 11th | Become Wind |
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| 15th | Raging Storm |
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## Cyclonic Origin Spells
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3rd-Level Cyclonic Feature
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You gain origin spells at the sorcerer levels listed in the Cyclonic Origin Spells table. See the Sorcerer Subclass class feature in the Player’s Guide for how these spells work.
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| Cyclonic Origin Spells | |
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| ---------------------- | --------------------------- |
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| Sorcerer Level | Spells |
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| 3rd | gust of wind, misty step |
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| 5th | call lightning, sleet storm |
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| 7th | control water, ice storm |
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| 9th | cone of cold, flame strike |
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| 11th | freezing sphere, wind walk |
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## Stormborn
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3rd-Level Cyclonic Feature
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The storm magic within you is tied forever to the elemental planes. You gain the following benefits:
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- While you are outdoors on the Material Plane or the Plane of Air, your emotional state subtly influences the weather around you. You are affected by light wind (less than 10 miles per hour) or light precipitation (mild rain or snowfall, small hail, and similar) only if you allow it. You are still affected by magical or strong weather, such as the wind produced by the gust of wind spell.
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- You can hold your breath for 48 hours or until you are knocked unconscious.
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- You can speak and understand Auran and have advantage on CHA checks made to interact with Elementals from the Plane of Air.
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## Whirlwind Step
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3rd-Level Cyclonic Feature
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Bidden by your magic, a sudden burst of wind can hurl you great distances. Once per turn, immediately after you cast a spell, you can choose to fly up to 30 feet as part of that same action. This movement does not provoke opportunity attacks.
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You can use this feature a number of times equal to your **PB**. If you have no uses remaining, you can spend 2 sorcery points (see Player’s Guide) to activate this feature. You regain all expended uses when you finish a short or long rest.
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## Fulminated Magic
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7th-Level Cyclonic Feature
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When you cast a spell of 1st circle or higher that deals lightning or thunder damage, you can overcharge the spell with your cyclonic magic. The first time the spell deals damage, each of its targets takes extra damage of the spell’s damage type equal to your sorcerer level. Depending on the damage type of the spell, it gains an additional effect:
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- Lightning. The spell leaps from one of your targets to a number of additional targets of your choice equal to your **PB**, requiring saves and dealing damage as if these other targets were also targets of the spell or in range of its effects. The lightning can only leap from a creature that has taken damage from the spell, each additional target must be within 20 feet of that target, and the lightning can’t target a creature that has already taken lightning damage from this spell.
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- Thunder. The spell blasts nearby creatures with a thunderclap. Each creature of your choice within 10 feet of the spell’s target or within 10 feet of the spell’s area takes thunder damage equal to your CHA modifier and must succeed on a **STR** save against your spell save **DC** or be knocked prone.
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Once used, you can’t use this feature again until you finish a short or long rest.
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## Become Wind
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11th-Level Cyclonic Feature
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You have become untethered from the world around you. You gain a flying speed equal to your walking speed, and you can hover. While hovering, you can’t be knocked prone.
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As an action, you can grant a number of creatures equal to your **PB** a flying speed equal to their walking speed for 1 hour. Once used, you can’t use this feature again until you finish a short or long rest, unless you use 5 sorcery points to do so.
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## Raging Storm
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15th-Level Cyclonic Feature
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As a bonus action, you can shroud yourself in the elemental power of raging storms, forming a 10-foot-radius sphere of tumultuous wind and lightning. The storm moves with you, remaining centered on you, and lasts for 10 minutes or until you are incapacitated or die. The area is difficult terrain for every creature but you. While the storm persists, you gain the following benefits:
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- A creature that enters the area for the first time on a turn or starts its turn there must make a **STR** save against your spell save **DC**. On a failure, the creature takes lightning or thunder damage (your choice) equal to 2d8 + your CHA modifier and is pushed up to 10 feet away from you. On a success, the creature takes half the damage and isn’t pushed.
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- Ranged and thrown weapon attack rolls against you have disadvantage.
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- The wind blasts away any fog, gas, or vapor that can be dispersed by wind.
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- You are immune to lightning and thunder damage.
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Once used, you can’t use this feature again until you finish a long rest, unless you spend 13 sorcery points to do so.
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