Level 1: Thunderwave
Level 3: Wall of Water
Level 5: Call Lightning
Level 7: Storm Sphere
Level 9: Maelstrom
Level 11: Chain Lightning
Level 13: Whirlwind
Level 15: Tsunami
Level 17: Storm of Vengeance
You can read, write, and speak Primordial.
You can charge your spells that deal thunder or lightning damage with the power of the storm. When you cast a spell that forces a saving throw against thunder or lightning damage and affects an area, you can cause one of the following effects, determined by the damage type
Thunder. Any creature that fails the saving throw has disadvantage on its next attack roll until the end of its next turn as it crackles with lightning. A creature immune to Lightning damage is immune to this effect.
Lightning. Any creatures of your choice 5ft away from the affected area but not inside of it must make a Constitution saving throw against the spell, taking Thunder damage instead of Lightning.
At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.
Beginning at 6th level, you learn to gather the tempestuous magic that fuels your spells and turn them into a raging storm. Whenever you cast a spell using your Sorcery Points, you gain Tempest Points equal to the Sorcery Points spent. As an Action, you can spend all your Tempest Points to release your stored magic in a storm that gains power for the amount of Tempest Energy spent, as shown on the chart below. Effects are additive.
5-10. Each creature of your choice within a number of feet equal to the number of Tempest Points spent must make a Strength Saving Throw or be pushed in a straight line up to 10 feet away from you. Objects of your choice that are not affixed to a surface are blown away as well.
11-20. Any creature that fails the Strength saving throw takes thunder damage equal to the Tempest Points spent or half as much on a successful save.
21-40. You call forth four bolts of lightning at different targets within 120ft of you, making a separate attack roll for each. Each bolt deals damage equal to half of the Tempest Points spent on a hit. For the next minute, you can use an Action on each of your turns to fire two more bolts.
41-63. You create a tornado in the affected area. For the next minute, the area is difficult terrain for affected creatures, and those creatures have disadvantage on all ranged attack rolls. Any creature of your choice in the area that is Set Ablaze is doused. Any Affected Creatures that start their turn in the area must succeed on a Strength saving throw or be blown into the air, moving a number of feet equal to the number of Tempest Points spent in any direction of your choice.
64. Your form melts into the storm. You are immune to all damage but psychic, have full cover from all effects, and count as occupying all affected spaces. On your turn, you can use your movement to move the storm up to your speed in any direction. You can cast spells without requiring verbal or somatic components or any material component that is not consumed. You remain in this form for 1 minute, or until you lose concentration, as if concentrating on a spell.
Once you have used this feature, you cannot use it again until you finish a Short or Long Rest. You lose all unspent Tempest Points when you finish a Long Rest.
Starting at 10th level, when you are hit by a melee attack, you can use your reaction to hurl them back with wind and lightning. They are pushed in a straight line up to 20 feet away from you. The attacker must also make a Dexterity saving throw, taking Lightning damage equal to your sorcerer level on a failure or half as much damage on a success.
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.