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Storm Sorcery

Lightning does not ask permission. Thunder does not wait to be invited. Storm Sorcery sorcerers carry that same unbridled energy within them—born during great tempests, baptized by lightning, or simply the children of those who spent too long at sea or on wind-blasted peaks. Their power is elemental and immediate, surging with every spell they cast.

Storm Sorcerers are at home in the chaos of a fight in a way even other sorcerers are not. The wind carries them across the battlefield; their spells trail sparks; the air around them smells of ozone. Many of them are sailors, wanderers, or explorers—people whose lives already demanded they make peace with the uncontrollable. Their relationship with calm is ambivalent at best. They are most alive when the storm is loudest.

Storm Sorcery Table:

Level Subclass Features Gained
1st Wind Speaker, Tempestuous Magic
6th Heart of the Storm, Storm Guide
14th Storm's Fury
18th Wind Soul

Subclass Features

Wind Speaker

1st-level Storm Sorcery feature

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial (the Auran dialect).

Tempestuous Magic

1st-level Storm Sorcery feature

Starting at 1st level, you can use a fragment of your storm power to move with the wind. Immediately after you cast a sorcerer spell of 1st level or higher, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

6th-level Storm Sorcery feature

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher 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) equal to half your sorcerer level.

Storm Guide

6th-level Storm Sorcery feature

Also at 6th level, you gain the ability to subtly control weather phenomena around you.

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 wind blows within 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

Starting at 14th level, 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 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

At 18th level, 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.