Sorcerer
Base Class: Sorcerer

Most Foamborne are cause by accident, some unlucky are caused by harm done to them, all are touched by the magic of the Otherworld while near death and become transformed by it. After they have experienced death they find themselves washed up on the shores across the world, normally to a family who has lost a child or loved one seeking solace. The Foamborne has no memory of their previous life and may appear somewhat outwardly different, perhaps a little scaley, maybe their eyes resemble those of a cuttlefish. But these physical changes are minor and they are taken in. However when the powers of the Foamborne begin to awake within them they manifest through a terrifying fever, one which causes them to cough up lung-fulls of water. As this fever takes hold storms gather overhead and rains begin to fall, mists escape the forests, and the sickly Foamborne finds themselves drawn to the water now pooling around their adoptive community. Drawing the water into themselves they are reborn, no longer breathing air, but instead the water contained within the air. It does not take long for the community to cast them out, or for the Foamborne to make the decision and leave, but it is always a severance unlikely to be repaired. As they grow in power more aspects of their Otherworldly encounter manifest on them, or in powerful sorcerous abilities. Many view it as a curse but a rare few see it as a blessing and often find themselves adventuring far from the communities that they first remember.

Washed upon the Shore

At 1st level you gain the ability to breath underwater. You also gain a swim speed equal to your move speed and darkvision out to 60' which functions both above and underwater. 

You also learn the cantrip shape water. At 3rd level you learn create or destroy water which you can cast using 1 Sorcery Point. At 5th level you learn wall of water which you can cast using 2 Sorcery Points. At 7th level you learn watery sphere which you can cast using 3 Sorcery Points. These spells always count as prepared and do not count towards you maximum number of spells. You can use each spell once before taking a long rest. 

The Sea will Protect You

At 1st level your body begins to behave more like water and attacks which would fell others seem to hit barriers of water as they contact you or you instinctively find yourself drawing barriers of moisture between yourself and your enemies. You gain the ability using this feature to cast shield or absorb elements a number of times equal to your proficiency modifier. You cannot use this feature if you are wearing armour or carrying a shield. You gain expended uses of this feature after a long rest. 

Changing as the Tides

At 6th level you can use the transformative properties of water to change your physical self. When you reach this level chose one creature that lives in the Coastal environment. You can transform yourself into this creature for a number of hours equal to your proficiency bonus. Whichever creature you chose gains a swim speed equal to its movement speed and can breath underwater.

You can also transform into humanoids which you have seen. You can hold this form for a number of hours equal to your proficiency bonus.

You can use one of these abilities before a long rest.

Weary Watches the Sailor

At 14th level you gain the abilities of sea spirits praying on mariners. As an action you can attempt to frighten or charm a creature of your choice within 30', it must make a WIS saving throw against your spell save DC. If it fails it is under your sway, if it succeeds it knows you attempted to charm it. While it is charmed/frightened, you can siphon the water from its body. As long as the creature is within 60' of you as a bonus action you can deal 1d6 force damage to it and gain that number of temporary hitpoints. At the end of each of its turns the creature can repeat the saving throw. 

Additionally starting at 14th level you can walk between areas of water. If you are standing in water you can use a bonus action to teleport to another area of water you can see within 30'.

The Sea Cannot be Mastered

At 18th level you can summon a terrifying sea storm. As an action your call the power of the water spirits to you and they bring down a torrent and howling gale around you. All creatures within 120' are subject the effects of gale force winds and torrential rain. Creatures within 10' of you are only subject to light drizzle and a breeze. The storm lasts for 10 minutes. While in the effects of the storm all creatures of your choosing must make a WIS saving throw or be frightened/charmed by you. At the start of your turn you may chose one creature charmed/frightened by you and in the storm to be dragged beneath the roiling waves. They must make a DEX saving throw against your spell save DC, or be subject to the effects of Drowning as their lungs fill with both real and supernatural water. You can only restrain one creature in this manner at a time. Another creature can use their action to fight away the shades surrounding the victim to free them.

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