Sorcerer
Base Class: Sorcerer

The rage of the deep sea is often cold and unyielding. But the dark, oppressive darkness is not the only fury the waters can offer. Valleys of magma and vents of steam leave swaths of boiling ocean that have made their home in your very being. Though you may not necessarily hail from the sea itself, it's carved itself into your soul nonetheless. This innate magic burns under your skin, and wreaths your very blood in scalding fire.

 

Simmering Fury

 

The roiling magic inside you has enabled you to turn the burning ache of failure into a potent weapon. Whenever one of your spells fail, you can choose to deal 1d6 points of fire damage to the same target. For the purposes of this ability, a spell failing can be due to a successful save or outside interference, such as counterspell. 

At level 5, the damage increases to 2d6 fire damage.

At level 13, the damage increases to 3d6 fire damage.

This effect does not count as a reaction.

Sanguine Saline

 

Starting at 1st level, the salt in your blood reaches back to the dark ocean. Once per long rest, when you come into contact with a body of salt water, you can choose to activate this ability as a bonus action and gain the following effects for the duration.

  • You gain the ability to breathe underwater.
  • You gain 30ft of underwater darkvision.
  • You do not have disadvantage on melee attacks underwater.

The duration of this effect is a number of minutes equal to your proficiency bonus plus your sorcerer level.

Burning Blood

 

Starting at 6th level, the heat in your blood grants you a measure of defence against extreme temperatures. You become resistant to fire and cold damage, and have advantage on saving throws to resist the effects of severe heat or cold.

At 18th level, you become immune to fire and cold damage, and immune to the effects of severe climate.

Wrath of The Deep

 

Starting at 14th level, the dark sea roils in your veins. When you are damaged in combat, you can expend your reaction to lash out and ignite the blood of your attacker. Only one creature can be under the effects of this ability at a time, and the effect does end until either the you are incapacitated, the creature is incapacitated, or you choose to effect another creature who damaged you during the round.

The afflicted creature suffers the following effects.

  • The creature has it's movement speed reduced by 5ft, and cannot take the dash action.
  • When you attack the creature, double your proficiency bonus when calculating damage and accuracy.
  • At the beginning of its turn, the creature takes 1d4 points of fire damage.

Heart of Fire

 

At 18th level, you master the scalding inside you. Once per long rest, as an action, you can ignite the blood of a creature within 60ft, dealing 8d10 points of fire damage that overcomes all resistance and stuns them until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Simmering Fury

The roiling magic inside you has enabled you to turn the burning ache of failure into a potent weapon. Whenever one of your spells fail, you can choose to deal 1d6 points of fire damage to the same target. For the purposes of this ability, a spell failing can be due to a successful save or outside interference, such as counterspell. 

At level 5, the damage increases to 2d6 fire damage.

At level 13, the damage increases to 3d6 fire damage.

This effect does not count as a reaction.

Sanguine Saline

Starting at 1st level, the salt in your blood reaches back to the dark ocean. Once per long rest, when you come into contact with a body of salt water, you can choose to activate this ability as a bonus action and gain the following effects for the duration.

  • You gain the ability to breathe underwater.
  • You gain 30ft of underwater darkvision.
  • You do not have disadvantage on melee attacks underwater.

The duration of this effect is a number of minutes equal to your proficiency bonus plus your sorcerer level.

Burning Blood

Starting at 6th level, the heat in your blood grants you a measure of defence against extreme temperatures. You become resistant to fire and cold damage, and have advantage on saving throws to resist the effects of severe heat or cold.

At 18th level, you become immune to fire and cold damage, and immune to the effects of severe climate.

Wrath of The Deep

Starting at 14th level, the dark sea roils in your veins. When you are damaged in combat, you can expend your reaction to lash out and ignite the blood of your attacker. Only one creature can be under the effects of this ability at a time, and the effect does end until either the you are incapacitated, the creature is incapacitated, or you choose to effect another creature who damaged you during the round.

The afflicted creature suffers the following effects.

  • The creature has it's movement speed reduced by 5ft, and cannot take the dash action.
  • When you attack the creature, double your proficiency bonus when calculating damage and accuracy.
  • At the beginning of its turn, the creature takes 1d4 points of fire damage.

Heart of Fire

At 18th level, you master the scalding inside you. Once per long rest, as an action, you can ignite the blood of a creature within 60ft, dealing 8d10 points of fire damage that overcomes all resistance and stuns them until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

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