Stormborn (5e Subclass)
Stormborn[edit]
Sorcerer Subclass
You have an innate connection to the power of storms, granting you raw, tempestuous magic. Many with this connection are born in the midst of violent squalls, or are the survivors of a near-death experience with a powerful storm, such as recovering after being struck by lightning. Others derive this connection through their blood as the descendants of powerful creatures native to the elemental plane of air, such as the djinn.
Initially, a Stormborn Sorcerer is limited to only an enhanced control of the wind; however, as their magical affinity grows and matures, a Stormborn Sorcerer becomes more able to tap into the destructive energy of storms.
- Sweeping Winds
When you choose this subclass, you gain the ability to ferry other creatures by creating a powerful gale.
As a bonus action, one creature you can see within 30 feet must succeed a Strength saving throw against your spell save DC or be propelled up to 10 feet horizontally in a direction of your choice. You, or another friendly creature, can choose to willingly fail their saving throw against this feature.
A Large or larger creature has advantage on their saving throw to resist being moved by this feature against their will.
- Suffusion of Air
When you choose this subclass, your connection to the elemental plane of air grants you useful adaptations.
You can hold your breath indefinitely while you're not incapacitated. Additionally, you learn to speak Auran, a dialect of the Primordial language.
- Echoing Storm
At 6th level, your thunder and lightning spells begin to ripple across the battlefield. Whenever you cast a spell that inflicts thunder or lightning damage to a creature, you can choose a different creature within 5 feet of one of the spell's target(s). This creature takes damage equal to one of spell’s damage dice plus half your sorcerer level (rounded down).
For example, if a 6th level sorcerer deals damage to 3 creatures with a lightning bolt, they could choose to deal an additional 1d6+3 damage to a different creature within 5 feet of any target affected by the stroke of lightning.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Galvanize
Starting at 14th level, you gain the ability to energize other creatures and metallic objects.
As an action, you can expend a spell slot and target one other creature, metal surface, or weapon within 15 feet of you. You create one of the following effects depending on the nature of the target:
- If you targeted a creature, their Speed is increased by a number of feet equal to 10 times the level of the spell slot you expended.
- If you targeted a metal surface, you deal lightning damage to all creatures within 5 feet of that surface equal to 5 times the level of spell slot you expended. The first time each turn that a creature other than you makes contact with an energized surface, that creature must make a Dexterity saving throw against your spell save DC or take this damage again.
- If you targeted a weapon, that weapon deals extra lightning damage on a hit equal to 1d4 times the level of the spell slot expended.
A target remains energized for 1d4+1 rounds, unless you choose to end the effect early (no action required). If you use this feature multiple times, you can have no more than two targets energized at the same time.
- Overcharge
Upon reaching 18th level, your gain the ability to enter a form granting you complete mastery over thunder and lightning. As a bonus action, you can assume your Overcharged form, and gain the following benefits for its duration:
- You gain immunity to thunder and lightning damage.
- You gain a magical flying Speed of 60 feet.
- You gain advantage on attack rolls of spells that deal thunder or lightning damage.
- Other creatures have disadvantage against the saving throws of your spells that deal thunder or lightning damage.
You can remain in this form for up to 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this feature, you can't do so again until you finish a long rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
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