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 ever present in your heart, and you are never completely at peace until you are near the sea.
Wave Magic
1st-level Sea Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Seal Soul Spells list. For each level of spells, you can select one of the two spells to learn. You learn the selected spell and it becomes a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.
Sea Soul Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | [Tooltip Not Found], [Tooltip Not Found] |
| 3rd | [Tooltip Not Found], [Tooltip Not Found] |
| 5th | sleet storm, [Tooltip Not Found] |
| 7th | ice storm, [Tooltip Not Found] |
| 9th | acid rain, [Tooltip Not Found] |
Part the Waves
1st-level Sea Soul feature
At 1st level, your connection to waves and waters lets you bend them to your will. You learn the shape water cantrip, and it does not count against your spells known.
Additionally, when you cast a spell a water or cold spell (a spell that controls water, deals water based bludgeoning damage, or deals cold damage) affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Turmoil of the Sea
6th-level Sea Soul feature
Starting at 6th level, whenever you move, knock prone, or reduce the movement speed of a creature with a spell, you can deal bludgeoning damage to them equal to your Charisma modifier. You can deal this damage to a creature once per turn.
Wave Dash
6th-level Sea Soul feature
Additionally at 6th level, you can cast become water as a reaction to taking damage. Additionally, you can cast it by expending 2 sorcery points instead of expending spell slot.
Misty Shroud
14th-level Sea Soul feature
Starting at 14th level, you are followed by a perpetual wispy fog. When you cast a spell of 1st level or higher, the fog thickens, lightly obscuring the area within a 10 foot radius of you for a number of rounds equal to the level of the spell cast. This fog leaves a sodden rime on creatures of your choice within it, leaving them vulnerable to your magic. This rime fades as soon as they leave the area of the fog.
You have advantage on spell attack rolls against creatures effected by this rime, and effected by this rime within the fog are under the effect of bane when saving against your spells.
One with the Waves
18th-level Sea Soul feature
Starting at 18th level, you learn the form of water spell. If you already know the form of water spell, you can learn one additional spell of 6th level or lower. This spell does not count against your spells known. You form of water does not require concentration for you, though you can end it early at any time (no action required). You can cast it by expending 4 sorcery points in place of a spell slot.
While in the watery form granted by the form of water spell, the sorcery point cost of all Metamagic options is reduced by 1 for all spells that control or manipulate water or ice.
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