+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+0 | Deception |
+0 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |
---|---|---|---|---|
1 | +2 | Spellcasting, Sorcerous Origin : Storm, Origin Feature : Wind Speaker, Origin Feature : Tempestuous Magic | 4 | 2 |
2 | +2 | Font of Magic | 4 | 3 |
3 | +2 | Metamagic | 4 | 4 |
4 | +2 | Ability Score Improvement | 5 | 5 |
5 | +3 | 5 | 6 | |
6 | +3 | Origin Feature : Heart of the Storm, Origin Feature : Storm Guide | 5 | 7 |
7 | +3 | 5 | 8 | |
8 | +3 | Ability Score Improvement | 5 | 9 |
9 | +4 | 5 | 10 | |
10 | +4 | Metamagic | 6 | 11 |
11 | +4 | 6 | 12 | |
12 | +4 | Ability Score Improvement | 6 | 12 |
13 | +5 | 6 | 13 | |
14 | +5 | Origin Feature : Storm's Fury | 6 | 13 |
15 | +5 | 6 | 14 | |
16 | +5 | Ability Score Improvement | 6 | 14 |
17 | +6 | Metamagic | 6 | 15 |
18 | +6 | Origin Feature : Wind Soul | 6 | 15 |
19 | +6 | Ability Score Improvement | 6 | 15 |
20 | +6 | Sorcerous Restoration | 6 | 15 |
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You start with the following equipment, in addition to the equipment granted by your background:
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - | - | - | - |
2 | 3 | - | - | - | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - | - | - | - |
4 | 4 | 3 | - | - | - | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | - |
17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Source: Sword Coast Adventurer's Guide, Xanathar's Guide to Everything The Lightning damage can be exchanged for other types of damage, for instance fire to become a pyromancer. The more-tempest specific features may need some additional adjustments but this class can in principle be combined with any elemental type of damage.
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely travelled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
Feature: Ship's Passage:
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crew mate). Because you're calling in a favour, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.
Roll a d8 1d8 | Personality Trait |
---|---|
1 | My friends know they can rely on me, no matter what. |
2 | I work hard so that I can play hard when the work is done. |
3 | I enjoy sailing into new ports and making new friends over a flagon of ale. |
4 | I stretch the truth for the sake of a good story. |
5 | To me, a tavern brawl is a nice way to get to know a new city. |
6 | I never pass up a friendly wager. |
7 | My language is as foul as an otyugh nest. |
8 | I like a job well done, especially if I can convince someone else to do it. |
Roll a d6 1d6 | Ideal |
---|---|
1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) |
2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) |
3 | Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic) |
4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) |
5 | People. I'm committed to my crew mates, not to ideals. (Neutral) |
6 | Aspiration. Someday I'll own my own ship and chart my own destiny. (Any) |
Roll a d6 1d6 | Bond |
---|---|
1 | I'm loyal to my captain first, everything else second. |
2 | The ship is most important – crew mates and captains come and go. |
3 | I'll always remember my first ship. |
4 | In a harbour town, I have a paramour whose eyes nearly stole me from the sea. |
5 | I was cheated out of my fair share of the profits, and I want to get my due. |
6 | Ruthless pirates murdered my captain and crew mates, plundered our ship, and left me to die. Vengeance will be mine. |
Roll a d6 1d6 | Flaw |
---|---|
1 | I follow orders, even if I think they're wrong. |
2 | I'll say anything to avoid having to do extra work. |
3 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
4 | Once I start drinking, it's hard for me to stop. |
5 | Once I start drinking, it's hard for me to stop. |
6 | Once I start drinking, it's hard for me to stop. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Skills You gain proficiency in one skill of your choice. Proficiencies You can replace all the proficiencies granted by the Skills trait to another proficiency of your choice. Feat You gain one feat of your choice.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.