Storm Sorcerey (Sorcerer) Subclass Guide and Power Ranking in D&D 5e - HDIWDT

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  • Опубліковано 12 вер 2024

КОМЕНТАРІ • 2

  • @sohkaswifteagle2604
    @sohkaswifteagle2604 2 місяці тому +1

    Storm sorcery is so easy to fix lol:
    level 1: storm spell:
    inspired from psionic spell from the abberant mind
    Starting at 1st level, 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.
    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Evocation or an transmutation spell from the sorcerer, druid, or wizard spell list.
    (we changed the school to reflect the storm. Lightning spell are often evocation spell, and control weather/fly spell are transmutation. We also changed the warlock for the druid in order to get more elemental nature storm related option)
    Storm Spells
    Sorcerer Level Spells
    1st Absorb Element, ThunderWave, Shocking Grasp
    3rd Blindness/Deafness, Shatter (I know Blindness/Deafness seem odd here, but the thematic link is the blinding power of the lightning and the deafening power of the thunder)
    5th Call Lightning, Thunder Step
    7th Ice Storm, Summon Elemental (I know Ice storm is not a lightning spell, but at level 7th you already have your level 6th feature )
    9th Maelstrom, Hold mosnter (I know hold monster isn't great thematic wise, but level 5 spell selection is very poor and I'm trying to not only give damaging spell, so let's imagine the target get paralyzed from a lightning bolt hitting him?)
    Wind speaker is a ribbon it's fine
    Tempestuous Magic
    Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. When you use this ability or 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 this ability activates) equal to half your sorcerer level.
    Heart of the Storm
    At 6th level, you gain resistance to lightning and thunder damage. In addition, when you cast any spell of 1st level or higher from your Storm Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, if it deal damage, the damage type change to lightning or thunder damage (your choice when you cast the spell).
    Storm Guide keep it as is except add a 3rd effect: as an
    Storm's Fury
    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 sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
    In addition, when you deal lightning or thunder damage, everyone within 10ft of the target receive damage equals your sorcerer level and must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, he is pushed in a straight line up to 20 feet away from the target. This effect can affect each target only once per turn
    (Now imagine the scene. I cast lightning bolt and it cause chain reaction everywhere. Or the attacker who hit me get pushed and push everyone around him in a chain reaction
    Wind Soul
    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, unless you pay 5 sorcery point to regain your 60ft flying speed and be allowed to reduce it again.

    • @DapperSnapperGaming
      @DapperSnapperGaming  2 місяці тому

      I don't mind most of this. I've got some other ideas that I think you'll like