D&D Next: Storm Origin Homebrew
Storm Heritage
You are descended from a storm deity, giant, or titan, or were exposed to magical phenomenon at birth.
Sorcerer Spells
It is recommended that you take shocking grasp for thematic purposes. You can also nab light and shield and give them a “lightning” flavor.
Discharge
Minor evocation
You unleash a small electrical charge against a nearby creature.
Effect: Make a magical attack against a creature within 30 feet of you. On a hit, the target takes 1d6 + 4 lightning damage.
Lightning Strike
1st-level evocation
I like the idea of having generic spells that can be modified as opposed to a bunch of spells with similar effects, but slightly different names. But, until then, here is basically a 1st-level version of lightning bolt.
Effect: One creature within 60 feet takes 3d8 lightning damage, and is knocked prone. If the target makes a Dexterity save, it takes half damage and is not knocked prone.
Sorcerous Powers
Wind Gust
You unleash a powerful gust of wind, knocking nearby creatures back and allowing you to briefly take to the sky.
Effect: Each adjacent creature must make a Constitution save or take 1d6 thunder damage and be pushed 5 feet away from you. You can then fly your speed. If you do not land on solid ground at the end of your turn, you fall.
Shocking Retaliation
Requirement: You can use this power only as a reaction in response to taking damage from a melee attack.
Effect: The target takes 5d6 lightning damage, and must make a Constitution save or be stunned until the end of your next turn.
You are descended from a storm deity, giant, or titan, or were exposed to magical phenomenon at birth.
Hit Dice: 1d6 per sorcerer level
Hit Points: 6 + your Constitution modifier at 1st level, and 1d6 (or 4) + your Constitution modifier per sorcerer level gained
Armor and Shield Proficiencies: You are not proficient with any forms of armor or shields.
Weapon Proficiencies: You gain proficiency with basic melee and simple ranged weapons.
Sorcerous Powers: At 1st level, you can spend 1 willpower to use the wind gust power.
Additionally, each day, after you have spent 3 willpower, you are surrounded by gusts of wind. Until you complete a long rest, non-magical attacks made against you suffer disadvantage.
Level 4: You can spend 2 willpower to use the shocking retaliation power.
Additionally, each day, after you have spent 10 willpower, currents of electricity dance across your skin. You gain resistance to electricity and thunder damage.
Sorcerer Spells
It is recommended that you take shocking grasp for thematic purposes. You can also nab light and shield and give them a “lightning” flavor.
Discharge
Minor evocation
You unleash a small electrical charge against a nearby creature.
Effect: Make a magical attack against a creature within 30 feet of you. On a hit, the target takes 1d6 + 4 lightning damage.
Lightning Strike
1st-level evocation
I like the idea of having generic spells that can be modified as opposed to a bunch of spells with similar effects, but slightly different names. But, until then, here is basically a 1st-level version of lightning bolt.
Effect: One creature within 60 feet takes 3d8 lightning damage, and is knocked prone. If the target makes a Dexterity save, it takes half damage and is not knocked prone.
Sorcerous Powers
Wind Gust
You unleash a powerful gust of wind, knocking nearby creatures back and allowing you to briefly take to the sky.
Effect: Each adjacent creature must make a Constitution save or take 1d6 thunder damage and be pushed 5 feet away from you. You can then fly your speed. If you do not land on solid ground at the end of your turn, you fall.
Shocking Retaliation
Requirement: You can use this power only as a reaction in response to taking damage from a melee attack.
Effect: The target takes 5d6 lightning damage, and must make a Constitution save or be stunned until the end of your next turn.
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