Sorcerer
Base Class: Sorcerer

Growing out of the elemental traditions of Genasi of Quari, Aquamancers have gained renowned for their abilities at sea, both in calming the waves and fending off pirates. Aquamancers tend to have a strong tie to the oceans. Only a fool challenges an aquamancer at sea, where the might of all that water is the sorcerers to command. 

Basic Aquamancy

You gain a swimming speed of 40 ft and the ability to breathe underwater. 

When you cast "shape water" you can control an amount of water equal to your charisma modifier x 5 cubic feet, in addition you can affect the water in the following ways in addition to the normal effects of "shape water"

  • Evaporate the water, causing a cloud of steam that obscures a 15ft cube for 1d4 rounds
  • grant your self 5 temp hp by forming the water around yourself as armor

Healing Waters

Starting at 1st level, you can expend any number of sorcery points to heal 1d6 dmg per sorcery point spent. This healing becomes 1d8 per SP at level 5 and 1d10 per SP at level 10.

Fluid Body

At 6th level, you gain resistance to fire damage and an additional 2 points of AC while you are not wearing armor, as your body is constantly wreathed in an ever shifting layer of protective water

Adept Aquamancy

At 6th level your spells are powered by the living waters that surround you. when you start your turn in water you gain the following benefits.

Your Attack Spells that deal cold damage are rolled with advantage

Saves triggered by your spells that deal cold damage are rolled with disadvantage. 

When a spell you cast would deal cold damage, you can change the damage type to bludgeoning, slashing or piercing damage

 

 

Whirpool Ward

As an action spend 4 sorcery points to set the wreathing waters that protect you in to a furious whirling ward. For the next minute creatures who move within 5ft of you must succeed on a str saving throw against your spell save DC or be moved 10 feet away from you. This can trigger multiple times on a creature repeatedly charging into the ward. In addition while the ward is active the spinning waters knock away projectiles and obscure you from vision granting disadvantage to ranged attacks. 

Oceanic Soul

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Your swim speed increases to 80ft, but you can choose to move at 40 ft and grant 40 ft swim speed a number of creatures equal to your proficiency bonus.

In addition while you have temporary hp from any of the aquamancer subclass features or are standing in at least 1 ft of water, you gain resistance to all damage.

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