Base Class: Sorcerer
Your innate magic comes from the power of elemental water. Whether you were born on the night of a legendary flood, you have marids in your family tree, or some oceanic being decided to bless you, you now have the primal force of the Elemental Plane of Water flowing through your veins.
Tide Speaker
The arcane magic you command is infused with elemental water. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Amphibious Adept
Starting at 1st level, you gain the ability to breath underwater and a swim speed equal to your movement.
You also learn the create or destroy water spell, which doesn’t count against your number of sorcerer spells known. You can cast this using a spell slot or by spending 1 sorcery point. This spell can only be cast at 1st level.
Ebb Manipulation
Starting at 6th level, you can spend 3 sorcery points to cast the control water spell. At 7th level, you learn the spell control water, which doesn’t count against your number of sorcerer spells known. You can cast it via spell slot, or by spending 2 sorcery points.
In addition to this, while the control water spell is active, you can spend 1 sorcery point as a bonus action or a reaction to use the water under your control to simulate the effects of the feather fall spell or the shield spell. If you choose to use the shield spell, the armor buff lasts for a number of rounds equal to your Charisma modifier.
Hydro Conversion
At 14th level, you allow the Elemental Plane of Water to manifest itself through you. As an action, you can spend 3 sorcery points to transform into a water elemental (see page 125 of the Monster Manual).
Orb of the Torrent
Beginning at 18th level, you can channel the chaotic waters from their plane of origin to protect you and your allies. As an action, you can spend 6 sorcery points to create a hollow, watery sphere between 10 and 50 feet in diameter, 1 foot thick, surrounding a point you can see within 100 feet.
The churning waters repel any attack from the inside or outside, and only you are able to see and travel through its walls. The sphere has an AC of 25, 100 hit points, resistance to nonmagical damage, and is immune to acid and cold damage. If a melee attack is made against the sphere, whether it causes damage or not, the attacker takes 10d6 cold damage and is pushed backwards 15 feet. If a creature is within the wall of the sphere when it is created, they must make a Dexterity saving throw. On a failed save, they are either repelled or absorbed (your choice) and take 10d6 cold damage. On a successful save, they take half damage and have a 50/50 chance of being repelled or absorbed.
If you spend an additional 4 sorcery points, you can float the sphere and move it and its contents up to your movement speed per round.
This feature lasts for a number of rounds equal to your sorcerer level. It ends early if you are incapacitated, if you die, or if you dismiss it as an action. When the feature fades, the water comes crashing down, drenching everything inside. If it fades while in the air, its contents fall to the ground and take the appropriate fall damage.
Comments