Sorcerer
Base Class: Sorcerer

Your heritage binds to you the deep, the elemental plane of water, or to an aquatic creature of great power. You might have been cursed by a kraken, granted a wish by a marid, blessed by a kelpie or some other water-based entity. You can always feel the call to the water, no matter your distance to it, an undeniable wish to be among the tides and waves.

Oceanic Body

At 1st level, you can breathe both air and water, and you gain a swimming speed equal to your walking speed. If you already have a swimming speed, it increases by 10 feet. Additionally, you gain proficiency with your choice of Water Vehicles or Navigator's Tools.

Oceanic Body

Additionally, you gain proficiency with your choice of Water Vehicles or Navigator's Tools.

Aquatic Shield

At 6th level, you can manipulate water to protect you. You gain a +1 bonus to AC. If you cast a spell that deals cold damage or creates water, this bonus increases to +2 until the start of your next turn. Whenever you completely submerged in water, you gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of each of your turns.

Be Like Water

Starting at 14th level, you move like water. You do not provoke opportunity attacks if you have cast a spell on your turn, and you can move through a hostile creature's space but cannot willingly end your turn there. When you are completely underwater, you can use an action to teleport up to 30 feet to an unoccupied space you can see, provided it is also underwater.

Oceanic Soul

Also at 14th level, your body is suffused with the power of the ocean. You gain resistance to cold damage and are unaffected by the extreme pressure of the deep sea.

Drown Them All

When you choose this origin at 1st level, you learn to shift the waves. You learn the shape water cantrip, which counts as a sorcerer spell for you, but doesn't count against your number of sorcerer cantrips known.

Whenever you cast a sorcerer spell of 1st level or higher that requires concentration, you can imbue it with the surging power of the waves. The target must make a Constitution saving throw against your spell save DC or begin drowning for the duration of the spell. A drowning target can repeat this saving throw at the end of each of their turns, ending the effect on a success. A target who succeeds on this saving throw is still affected by the spell's effects as long for its duration.

Targets that can breathe underwater have advantage on this saving throw. Targets that don't need to breathe are immune to this effect.

Soul Wave

Starting at 18th level, you can call the ocean to conjure and command the waves. As an action on your turn, you can spend 5 sorcery points to create a tidal wave in a 30 foot cone originating from you. You decide whether the wave pulls or pushes creatures and objects. Each creature in the area must make a Constitution saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 25 feet toward you or pushed 25 feet away from you, depending on the choice you made for the feature. You can then teleport to any location within the affected area.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 25 feet.

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