https://www.dandwiki.com/wiki/Tempest_Sorcerer_(5e_Subclass)
Tempest Sorcerer
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 tempest permeates your being.
Tempest 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.
Origin Spells
You add the following spells as Sorcerer spells to your known spells, and they do not count against the limit you can know.
Spell Level Spells
Cantrips Gust, thunderclap.
1st Fog cloud, thunderwave.
2nd Levitate, warding wind.
3rd Call lightning, gaseous form.
4th Conjure minor elementals (1), storm sphere.
5th Conjure elemental (1), control winds.
(1) Can only summon air elementals.
Gale Magic
Starting at 1st level, you have attuned to elemental storm magic. When you cast a cantrip that deals lightning or thunder damage, add your Charisma modifier to the damage.
Whirlwind Step
Starting at 6th level, as an action on your turn, you move with the winds of the tempest and can teleport up to 30 feet. You can do this a number of times equal to your Charisma modifier + 1. You regain expended uses at the end of a long rest.
Storm-A-Brewing
Starting at 6th level, you have resistance to lightning and thunder damage. In addition, when you cast a 1st-level or higher spell that deals thunder or lightning damage on a creature within 10 feet of you, you gain two sorcery points if the creature is killed.
Typhoon'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.
Tempestuous 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.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
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saving throws:
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starting equipment:
spellcasting:
class features:
Origin Spells
You add the following spells as Sorcerer spells to your known spells, and they do not count against the limit you can know.
Spell Level Spells
Cantrips Gust, thunderclap.
1st Fog cloud, thunderwave.
2nd Levitate, warding wind.
3rd Call lightning, gaseous form.
4th Conjure minor elementals (1), storm sphere.
5th Conjure elemental (1), control winds.
(1) Can only summon air elementals.
Gale Magic
Starting at 1st level, you have attuned to elemental storm magic. When you cast a cantrip that deals lightning or thunder damage, add your Charisma modifier to the damage.
Whirlwind Step
Starting at 6th level, as an action on your turn, you move with the winds of the tempest and can teleport up to 30 feet. You can do this a number of times equal to your Charisma modifier + 1. You regain expended uses at the end of a long rest.
Storm-A-Brewing
Starting at 6th level, you have resistance to lightning and thunder damage. In addition, when you cast a 1st-level or higher spell that deals thunder or lightning damage on a creature within 10 feet of you, you gain two sorcery points if the creature is killed.
Typhoon'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.
Tempestuous 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.
subclass options: