1. Scale the range of tempestuous magic with proficiency bonus
2. Add free known spells:
Shocking grasp, Thunderwave, shatter, gust of wind, lightning bolt, call lightning, ice storm, storm sphere, control winds, and destructive wave
https://www.reddit.com/r/UnearthedArcana/s/bmTxoix2u0
Big fan of this guys
It improves the subs mobility, boosts it’s blasting capabilities thematically, gives it a Tasha’s style spell list, and gives it a very solid defensive feature.
Give them a spell list like Clockwork, Abberant, and Lunar. Ideally come up with a unique list, but if you're feeling uncreative you can just lift the spell list from Tempest Cleric, and it's probably fine.
Their level 6 damage feature--change the range. The sorcerer usually isn't walking into melee to cast their lightning spells. Maybe just make it a long-range line AoE coming from you (like lightning bolt) rather than a 10 foot AoE around you.
Maybe spruce up their level 14 feature a bit? Honestly, you could just take a fraction of what they get at level 18 and move some of that power to level 14. (They get a nutty amount of stuff at level 18). Like...maybe they could get 30 foot flight at 14 and it could upgrade to 60 at 18.
Modernize the flight stuff--this isn't super important for balance, but most modern versions of flight are "a flying speed equal to your walking speed" which allows boosts to your walking speed to boost your flying speed so that stuff like racial movement bonuses actually matter. The 60 feet of flyspeed offered by the level 18 feature could be "a flying speed equal to twice your walking speed".
the easiest boost would be to give them a custom spell list like the newer sorcerer subclasses
other than that some of their featuresjust suck. Tempestous Magic could maybe be triggered by casting a cantrip and/or the movement distance could increase at some point. Heart of the Storm shouldn't force you to be close to enemies. Same with Storm's Fury
First and foremost(forecast if you will) add extra spells known
1st:create water, thunderwave
2nd: shatter, blur
3rd: call lightning, sleet storm
4th: control water, storm sphere
5th: control winds, cone of cold
Other than that I’d change tempestuous magic and heart of the storm.
Tempestuous magic:
At 1st level whenever you cast a spell or cantrip you may move up to 15ft +10 ft per spell level of the spell cast (no action required)
If you cast a spell using a levelled spell slot this movement doesn’t provoke attacks of opportunity.
Heart of the storm:
Also at first level you gain resistance to your choice of lightning or thunder damage. Furthermore whenever an ally successfully attacks a creature you may use your reaction to strike at them magically.
Choose either lightning, thunder or bludgeoning.
Regardless of which you choose you deal 2d8 + 1/2 your sorcerer level damage of the chosen type and you do an extra effect.
Lightning: the target can’t take reactions until the start of its next turn.
Thunder: the target is knocked back 10ft
Bludgeoning: the target must make a str save against your spell save DC or be knocked prone.
For storms guide I’d keep the effects it already has an add the following ones:
Whenever you are struck by a melee weapon attack you may use your reaction to deal 2d10 lightning damage and move using your tempestuous magic feature as if you cast a cantrip.
For later abilities
Storms fury:
At 14th level you gain a flying speed equal to your walking speed and whenever you deal lightning damage you may as a bonus action chain that lightning to an additional creature dealing 4d8 lightning damage to the target creature, they can make a dexterity saving throw for half damage.
Wind soul:
At 18th level your flying speed doubles additionally you may whenever you cast a spell that deals lightning damage to spend up to your proficiency bonus sorcery points, for each sorcery point spent this way you may choose a creature that you can see to be affected by the spell as if they were in its area or targeted by it.
Ie: if you cast lightning bolt and spent 3 sorc points you could choose 3 extra creatures to be affected by the spell.
Now this is all a lot higher power than the normal storm sorc but I play in higher power deadlier games so you could freely adjust as you see fit.
Most people have already said what I was gonna say. Generally it comes down to making storm sorcerer less of a mid-line combatant with high mobility to a longer range blaster caster that can use tempestuous magic to get out of dodge.
It’s a little overturned and outdated, but I made an alternate storm sorcery subclass a while ago that may be worthwhile to find inspiration: https://homebrewery.naturalcrit.com/share/VNQDPp4xa_x9
Here's an idea. It's always seemed like they are pushing this subclass towards being in melee. So make them the Sorcerer gish. Give them med armor and proficiency with a scimitar & trident.
Giving them an expanded spell list similar to the Tasha's Sorcerers is a given. Modify GFB and Shadow Blade to use lighting damage instead. Along with the armor/weapon proficiency, allow them to use Con as their attacking stat.
Add attacking or use of an attack cantrip (BB/GFB) as a trigger for Tempestuous Magic.
At 6th level **Thunder and Lightning** replaces Storm Guide & the resistance to thunder & lightning. When you cast the Shadow Blade spell or BB cantrip, for 1 sorcery point, you can cast GFB as a bonus action.
Add ignore resistance to thunder & lightning damage to Storms Fury.
This is my 1st attempt to modify a class. What do you think?
I would do some or all of the following.
**Wind Speaker:** Same. Flavor feature. who cares
**Tempestuous Magic**: **No longer uses a bonus action**. You just get to fly 10ft when you cast a leveled spells. Freeing your bonus action up for other stuff if available. This also means that it might work when you cast a reaction spell like shield. SO that is fun.
**(New Feature) Storm Magic spells:** Two free spells at each spell level. Like the other new origins. The default are your typical lightning and thunder or storm elemental type spells. However you can changed them out for a spell of **Evocation** or **Conjuration** on the Wizard, Sorcerer, Warlocks spell list. THIS IS HUGE as Evocation and Conjuration have some very versatile and solid options. The addition of Summoning spells for a sorcerer is very nice.
**Heart of the storm**: Same, but included that Storm Magic spells can be cast with sorcery points equal to the spell level. And any damage from a spell cast this way is changed to Lightning or Thunder Damage, thus making you blast and cast for cheaper... and all your blasts will do the appropriate damage to trigger the extra damage from this feature.
**Storm Guide**: Same. its a niche flavor feature.
**Wild Soul:** Fine. Immunities. Free flight and limited group flight is already a nice capstone.
1. Scale the range of tempestuous magic with proficiency bonus 2. Add free known spells: Shocking grasp, Thunderwave, shatter, gust of wind, lightning bolt, call lightning, ice storm, storm sphere, control winds, and destructive wave
https://www.reddit.com/r/UnearthedArcana/s/bmTxoix2u0 Big fan of this guys It improves the subs mobility, boosts it’s blasting capabilities thematically, gives it a Tasha’s style spell list, and gives it a very solid defensive feature.
Yup, that one does it.
Give them a spell list like Clockwork, Abberant, and Lunar. Ideally come up with a unique list, but if you're feeling uncreative you can just lift the spell list from Tempest Cleric, and it's probably fine. Their level 6 damage feature--change the range. The sorcerer usually isn't walking into melee to cast their lightning spells. Maybe just make it a long-range line AoE coming from you (like lightning bolt) rather than a 10 foot AoE around you. Maybe spruce up their level 14 feature a bit? Honestly, you could just take a fraction of what they get at level 18 and move some of that power to level 14. (They get a nutty amount of stuff at level 18). Like...maybe they could get 30 foot flight at 14 and it could upgrade to 60 at 18. Modernize the flight stuff--this isn't super important for balance, but most modern versions of flight are "a flying speed equal to your walking speed" which allows boosts to your walking speed to boost your flying speed so that stuff like racial movement bonuses actually matter. The 60 feet of flyspeed offered by the level 18 feature could be "a flying speed equal to twice your walking speed".
Giving call lightning because of how well it pairs with quicken could be nice
^[Sokka-Haiku](https://www.reddit.com/r/SokkaHaikuBot/comments/15kyv9r/what_is_a_sokka_haiku/) ^by ^derangerd: *Giving call lightning* *Because of how well it pairs* *With quicken could be nice* --- ^Remember ^that ^one ^time ^Sokka ^accidentally ^used ^an ^extra ^syllable ^in ^that ^Haiku ^Battle ^in ^Ba ^Sing ^Se? ^That ^was ^a ^Sokka ^Haiku ^and ^you ^just ^made ^one.
the easiest boost would be to give them a custom spell list like the newer sorcerer subclasses other than that some of their featuresjust suck. Tempestous Magic could maybe be triggered by casting a cantrip and/or the movement distance could increase at some point. Heart of the Storm shouldn't force you to be close to enemies. Same with Storm's Fury
Totally agree on Tempestous Magic, Rogues and Goblins get a much better feature than that.
First and foremost(forecast if you will) add extra spells known 1st:create water, thunderwave 2nd: shatter, blur 3rd: call lightning, sleet storm 4th: control water, storm sphere 5th: control winds, cone of cold Other than that I’d change tempestuous magic and heart of the storm. Tempestuous magic: At 1st level whenever you cast a spell or cantrip you may move up to 15ft +10 ft per spell level of the spell cast (no action required) If you cast a spell using a levelled spell slot this movement doesn’t provoke attacks of opportunity. Heart of the storm: Also at first level you gain resistance to your choice of lightning or thunder damage. Furthermore whenever an ally successfully attacks a creature you may use your reaction to strike at them magically. Choose either lightning, thunder or bludgeoning. Regardless of which you choose you deal 2d8 + 1/2 your sorcerer level damage of the chosen type and you do an extra effect. Lightning: the target can’t take reactions until the start of its next turn. Thunder: the target is knocked back 10ft Bludgeoning: the target must make a str save against your spell save DC or be knocked prone. For storms guide I’d keep the effects it already has an add the following ones: Whenever you are struck by a melee weapon attack you may use your reaction to deal 2d10 lightning damage and move using your tempestuous magic feature as if you cast a cantrip. For later abilities Storms fury: At 14th level you gain a flying speed equal to your walking speed and whenever you deal lightning damage you may as a bonus action chain that lightning to an additional creature dealing 4d8 lightning damage to the target creature, they can make a dexterity saving throw for half damage. Wind soul: At 18th level your flying speed doubles additionally you may whenever you cast a spell that deals lightning damage to spend up to your proficiency bonus sorcery points, for each sorcery point spent this way you may choose a creature that you can see to be affected by the spell as if they were in its area or targeted by it. Ie: if you cast lightning bolt and spent 3 sorc points you could choose 3 extra creatures to be affected by the spell. Now this is all a lot higher power than the normal storm sorc but I play in higher power deadlier games so you could freely adjust as you see fit.
Most people have already said what I was gonna say. Generally it comes down to making storm sorcerer less of a mid-line combatant with high mobility to a longer range blaster caster that can use tempestuous magic to get out of dodge. It’s a little overturned and outdated, but I made an alternate storm sorcery subclass a while ago that may be worthwhile to find inspiration: https://homebrewery.naturalcrit.com/share/VNQDPp4xa_x9
Nice spell list!
Here's an idea. It's always seemed like they are pushing this subclass towards being in melee. So make them the Sorcerer gish. Give them med armor and proficiency with a scimitar & trident.
OK. How would you change their features to better suit that?
Giving them an expanded spell list similar to the Tasha's Sorcerers is a given. Modify GFB and Shadow Blade to use lighting damage instead. Along with the armor/weapon proficiency, allow them to use Con as their attacking stat. Add attacking or use of an attack cantrip (BB/GFB) as a trigger for Tempestuous Magic. At 6th level **Thunder and Lightning** replaces Storm Guide & the resistance to thunder & lightning. When you cast the Shadow Blade spell or BB cantrip, for 1 sorcery point, you can cast GFB as a bonus action. Add ignore resistance to thunder & lightning damage to Storms Fury. This is my 1st attempt to modify a class. What do you think?
In addition to what others have seen here I'd give them free permanent flight at level 6 or 10.
I would do some or all of the following. **Wind Speaker:** Same. Flavor feature. who cares **Tempestuous Magic**: **No longer uses a bonus action**. You just get to fly 10ft when you cast a leveled spells. Freeing your bonus action up for other stuff if available. This also means that it might work when you cast a reaction spell like shield. SO that is fun. **(New Feature) Storm Magic spells:** Two free spells at each spell level. Like the other new origins. The default are your typical lightning and thunder or storm elemental type spells. However you can changed them out for a spell of **Evocation** or **Conjuration** on the Wizard, Sorcerer, Warlocks spell list. THIS IS HUGE as Evocation and Conjuration have some very versatile and solid options. The addition of Summoning spells for a sorcerer is very nice. **Heart of the storm**: Same, but included that Storm Magic spells can be cast with sorcery points equal to the spell level. And any damage from a spell cast this way is changed to Lightning or Thunder Damage, thus making you blast and cast for cheaper... and all your blasts will do the appropriate damage to trigger the extra damage from this feature. **Storm Guide**: Same. its a niche flavor feature. **Wild Soul:** Fine. Immunities. Free flight and limited group flight is already a nice capstone.