Sorcerer
Base Class: Sorcerer

Ever since your magic manifested you've dreamed of the sea, you've been called to it. Your heart seems to be synced with its eb and flow. The ocean or its gods in some form or another have chosen you to receive its gifts. 

Gifts of The Sea

1st-level Ocean Born feature

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Ocean Born Spells
Sorcerer Level Spells
1st Create or Destroy Water, Ice Knife
3rd

Snilloc's Snowball Swarm, Moonbeam

5th Tidal Wave, Wall of Water
7th Control Water, Black Tentacles 
9th Maelstrom, Cone of Cold

 

Chosen by The Sea

1st-level Ocean Born

Your connection to the ocean gives you the following benefits. You can breath underwater and gain a swimming speed equal to your walking speed. You are unaffected by strong currents of water 

Additionally, you gain the ability to convey and understand simple thoughts and feelings with Any creature with a swim speed or has its origins in the ocean  to influence ocean life. You have advantage on any ability check to influence a creature that has its origin in the ocean, including one that is hostile to you. 

Rejuvenating Tide

6th-level Ocean Born feature

When in water you gain the ability to heal yourself. By spending 20 minutes and 2 of your sorcery  points in water you are able to roll 2 of your hit dice to regain hit points as if you used then in a short rest, and instead of using your con modifier you use your cha modifier. You can do this as long as you have the time and sorcery points 

Additionally if you spend at least half of a short rest in the water you roll the maximum amount on your hit dice used and you use your Charisma modifier instead of con. 

Oceananic Alliance

14th-level Ocean born feature

You gain resistance to cold damage. A number of times equal to your Charisma modifier you can use your reaction to try to redirect an attack from a creature with a swim speed. The attacking creatures must make a wisdom save against your spell DC. If they succeed they attack as normal, however if they fail they must find a new target or fail to hit. You regain all uses at the end of a long rest

One with The Eb and Flow

18th-level Ocean Born feature

You become one with the ocean itself when in water you gain the following benefits 

  • You gain immunity to cold damge
  • Any creatures that are also in a body of water as disadvantage on saves against your spell DC, aswell as you have advantage against them for any spell attack. 
  • Aswell as any damage from your spells deals extra cold damage equal to your spell attack  modifier. 

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