Base Class: Sorcerer
Ayo you're attuned to the sea and all that jazz.
Sea Spells
You learn additional spells when you reach certain levels in this class, as shown on the Sea Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Sea Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Create or Destroy Water, Ice Knife |
| 3rd | Misty Step, Snilloc's Snowball Swarm |
| 5th | Sleet Storm, Tidal Wave |
| 7th | Control Water, Watery Sphere |
| 9th | Cone of Cold, Seeming |
One With The Sea
Starting at 1st level, you gain the ability to naturally breathe in both air and water and gain a swimming speed equal to your walking speed.
Creeping Cold
Staring at 1st level, whenever you deal cold damage to a creature with a spell or one of this Subclasses features, you can reduce their movement speed by 10ft until the end of their next turn as ice begins to cover their form. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain uses of this feature on a Long Rest.
Using this feature at 6th level while in High Tide changes the speed loss from 10ft to 15ft.
Ocean Soul
Starting at 6th level, you gain resistance to Cold damage.
High Tide & Low Tide
Starting at 6th level, you gain two forms, High Tide and Low Tide. You may swap between these forms as a Bonus Action.
High Tide: While in your High Tide form, you call down the wrath of the Sea to crush those before you. Once per turn whenever you deal cold damage with a spell or one of this Subclasses features you may add your Charisma modifier to that damage. Also, when you use your Creeping Cold feature in this form, the speed loss also becomes 15ft instead of 10ft.
Low Tide: While in your Low Tide form you can gift the Sea's comfort to your allies. As a Reaction you may temporarily rejuvenate one creature you can see within 60 feet of you. That creature gains temporary hitpoints equal to your Sorcerer level + your Charisma modifier until the end of their next turn. You may use this feature a number of times equal to your proficiency bonus.
Torrential Form
Starting at 14th level, as apart of your movement you may briefly turn your body into a vicious vortex of water until the start of your next turn. While in this form you gain resistance to acid damage, spend 5ft of movement for every 10ft you move through water, and opportunity attacks against you are made with disadvantage. During your movement you can move through any enemy's space, dealing 2d6 Cold damage to them. You may use this feature a number of times equal to your Charisma Modifier after which you can't use it again until you finish a long rest.
If while using this feature you end your movement inside of a creature's space that is no more than one size larger than you, you may spend 2 Sorcery points to attempt to whelm the creature. That creature must make a Strength Saving Throw against your Spell Save DC or take 2d6 Bludgeoning damage, and 3d6 + your Charisma Modifier Cold damage on a failed save (half damage on a success). A successfully whelmed creature is considered grappled. When this effect expires if you are in a creatures space, you are ejected to a square of your choice within 5ft of them.
Conduit of the Ocean
As an Action, you may summon forth the might of the ocean, propelling outwards from you a wave of water 20ft tall in a 60ft circle around you. Any number of creatures of your choice hit by this wave must make a Strength saving throw vs your Spell Save DC or take 8d8 Bludgeoning damage and fall prone, taking half damage and not being knocked prone on a success.
Allies touched by this wave feel invigorated and refreshed, receiving advantage on their next attack roll or saving throw for the next minute.
Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points.
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