Sorcerer
Base Class: Sorcerer

The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is everpresent in your heart, and you are never completely at peace until you are near the sea. 

Oceanic Spells

1st-level Sea Sorcery feature

You learn additional spells when you reach certain levels in this class, as shown on the Oceanic 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.

Oceanic Spells
Sorcerer Level Spells
1st create or destroy water, fog cloud
3rd gust of wind, misty step
5th tidal wave, water breathing
7th control water, watery sphere
9th control winds, maelstrom

Soul of the Sea

1st-level Sea Sorcery feature

At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. In addition, you ignore any of the drawbacks caused by a deep underwater environment, such as pressure or temperature, and you gain Darkvision to a range of 60 feet underwater. If you already have darkvision from your race, its range increases by 30 feet in this circumstance.

Curse of the Sea

1st-level Sea Sorcery feature

When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse which envelops and buffets your foes. When you designate a creature within 100 feet using a bonus action, you can curse the target until the end of your next turn or until you curse a different creature with this feature. You can also curse a creature at any distance without using a bonus action when you forcibly move them or knock them prone, with the same duration and condition.
Once per turn when you cast a sorcerer spell, you can trigger the curse if that spell meets one of the conditions below. Doing so subjects the target to the appropriate additional effect, and then the curse ends (you choose the effect to use if more than one condition applies):

Cold Damage: The affected target’s speed is reduced by 15 feet until the end of your next turn.

Lightning Damage: The affected target suffers a d4 penalty to their next attack roll.

Forced Movement: The affected target takes an additional amount of Force damage equal to your Charisma modifier.

Watery Defense

6th-level Sea Sorcery feature

At 6th level, you gain resistance to fire damage.
You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus twice your Constitution modifier, and then you can move up to 30 feet without provoking opportunity attacks. You may use this special reaction a number of times equal to your Proficiency Bonus per long rest.

In addition, if a creature that is cursed by you hits with an attack and deals bludgeoning, piercing or slashing damage with it, you can trigger the curse as a reaction to reduce that damage by an amount equal to your Charisma modifier, as the phantom waves hinder the force of their attack. This ends the curse as usual.

Shifting Form

14th-level Sea Sorcery feature

Starting at 14th level, you gain the ability to enter a liquid state while moving.
When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. If you move through a creature's space in this way, you can choose to curse it as if you had used a bonus action, forcibly moved it or knocked it prone.
On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. 

One With the Waves

18th-level Sea Sorcery feature

Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:
• You no longer need to eat, drink, or breathe.

  • A critical hit against you becomes a normal hit.
    • You have resistance to bludgeoning, piercing, and slashing damage.
    • Your Curse of the Sea no longer ends if you curse other creatures, and you can trigger more than one curse in a turn. Each curse lasts until triggered or until the end of your next turn as normal, and you can choose whether or in which way to trigger the curse for each creature separately.

Previous Versions

Name Date Modified Views Adds Version Actions
1/17/2023 3:57:51 AM
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