Sorcerer
Base Class: Sorcerer

Your innate magic has become intertwined with the viscous strands of the weave which discriminate between cleanliness and dirtiness. Most often sorcerers born with this origin never reach their full potential and become content with living a comfortable life, sorcerers who gain this origin later in life tend to die trying to adapt to their new power. When bubble magic sorcerers manipulate the weave, the forming spell looks like a gravity-defying viscous liquid of varying colours until it is cast as normal.

When you choose this origin you can choose your own idea or consult the table for how you gained this power.

Bubble Origins  
d6 Origin
1 You micro-dosed detergent as a child because you thought it would make you immune to poison.
2 You obsessively practiced the cleaning effect of prestidigitation way too much that your magic itself became cleansing.
3 In your youth, you used to swim in the waste water of a chemical factory. 
4 You were born like this because your hometown was so incredibly filthy that the gods gave you this power to prevent the rest of the world from becoming as dirty.
5 The weave chose you as the conduit for what is perceived as "clean" and will choose someone else when you die.
6 You're just built different.

Bubble Spells

When you choose this subclass you also choose three spells from the first level of the table below. When you reach the appropriate level you gain one more spell and can change one spell you unlocked from this table for another of the appropriate level or lower from the table. Changing these spells on level up does not affect changing your regular sorcerer spells on level up.

Bubble Spells
Sorcerer Level Spells
1st Create or Destroy Water, Cure Wounds, Fog Cloud, Grease, Shape Water
3rd Blur, Air Bubble
5th Create Food and Water, Wall of Water
7th Aura of Life, Aura of Purity
9th Greater Restoration, Mass Cure Wounds

These spells count as sorcerer spells for you and do not count toward spells you already know. You cannot change these spells with other sorcerer not on this list spells when you level up. When you use these spells, they manifest with streams of bubbles and leave a soapy scent in the air surrounding them.

Soapy Coating

Starting with this origin, when your body is attacked you can reflexively coat yourself in a viscous liquid which makes attacks slide off your body. When someone targets you with a non-magical melee attack, you can use your reaction to give that attack disadvantage to hit you. Alternatively you can make one non-magical ranged attack have disadvantage to hit you. You also have advantage to break out of grapples.

If a melee attacker who has been given disadvantage manages to hit you anyway, they gain disadvantage to hit with that weapon a number of attacks equal to your proficiency bonus.

Additionally you always know prestidigitation and when you use it to clean anything, it costs no spell components for you.

Lastly, when every you make a critical strike with a melee weapon, ranged weapon or unarmed strike you can also choose to blind that target for one round with a barrage of bubbles.

Slippery Field

Starting with this origin, your ability to liquify the weave into a viscous mess allows you to turn even the most unlikely surfaces into a slippery surface.

As an action, choose a point you can see within 60ft and you can coat a 15ft diameter circle in that area with a bubbling liquid which lasts for one minute or you dismiss it as a bonus action. The area counts as difficult terrain for everyone except yourself. A gargantuan or larger creature, flying creatures, hovering creatures and those immune to the prone condition are unaffected by this terrain. Those who move over this surface can choose to make a Dexterity saving throw contested by your spell save DC, on a success they can move normally for one round and on a failure they fall immediately prone and end their turn.

You can make this liquid move up to ten feet on your turn as a bonus action. If the centre of this circle is beyond 60ft you lose the ability to dismiss or move it.

When slippery field is dismissed or when it's duration is finished you can choose to use a sorcery point to make it erupt in a bubbly barrage, causing the area it once occupied to become heavily obscured for 10ft high for one round. You cannot do this if the field centre is beyond 60ft of you.

You can use this feature a number of times equal to your proficiency bonus per long rest and can only have one active at a time. If you are unable to dismiss slippery field, you cannot cast it again until the previous instance is gone.

Spell Bubble

Starting at 6th Level, when you cast a spell, you can use a bonus action to encase that spell in a magical bubble which holds the spell mote until the bubble is popped.

The spell bubble is twelve inches in diameter and stationary unless held by a creature or affected by very strong winds such as with the spell Gust of Wind. It has 1HP, 10AC, lasts one minute and can be thrown up to 20ft/60ft. The spell bubble can be popped by you remotely at anytime at no cost to yourself. It can hold a spell level of 4th level or lower as long as it does not require concentration. When popped by any means, the spell inside is casted as though you were the source and uses your spell casting modifiers. Any magical effect which retaliates to damage will recognise you as the source.

When the spell bubble is in your hands you can spend one sorcery point to make it compress, vibrate and wobble wildly out of control. Doing so will imbue it with the following effects: The spell bubble reduces to four inches in diameter and cannot be moved by anyone other than you unless a creature succeeds a DC17 Strength(Athletics) check. It has 10HP, 20AC, lasts for ten minutes and can be thrown by you up to 60ft/90ft. Spending an additional sorcery point allows the spell bubble to hold a spell level up to 6th level or lower.

The spell trapped in this bubble must be one of your sorcerer spells cast by you.

If a spell in this bubble would teleport you in some way you are teleported to the closest unoccupied space of the bubble regardless of your distance to the bubble. If a spell in this bubble is able to heal others, the spell is cast on whoever popped the bubble if they are within 5ft. If nobody is within 5ft of the spell, any healing spells are wasted. Any area of effect spells erupt treating the spell bubble as it's origin point. Any creature you have informed on how to use them who has popped the spell bubble can aim the spell at a creature of their choice. Any other creature must succeed a DC12 Intelligence(Arcana).

Chemical Blood

Starting at 6th level, your blood turns into a potent cleaning agent and you gain the following benefits:

You become immune to disease, resistant to poison damage and gain advantage saving throws made to resist being poisoned. Any creatures that ingest your blood must make a constitution saving throw equal to your spell save DC or be poisoned and take 1d4 poison damage per turn until either they succeed this saving throw or ten minutes have passed.

Bubble Propulsion

 At 14th level you can propel yourself using bubbles to gain a swimming speed equal to your walking speed. You can walk on water at no cost to yourself provided you aren't overencumbered and you can use your reaction to spend 1 sorcery point to erupt any existing watery surface that would not normally harm you on contact which has at least 4ft of surface coverage into a bubbly but resilient foam; this foam is a 10ftx10ft square and can prevent fall damage up to three times your sorcerer level. You can spend one sorcery point for every 10ft of additional foam in any direction.

You can dismiss this foam as a bonus action or let it dissolve on it's own at 5ft per hour and anyone can land on it, but if an individual creature attempting to land on this foam is huge or larger it has no effect.

Bubble Paradise

Beginning at 18th level, you can use an action to spend 5 sorcery points to erupt; causing everywhere within a 90ft sphere with line of sight to yourself have an effect similar to your slippery field; though you cannot move this bigger field and it lasts 1 hour unless you dismiss it as a bonus action.

Paradise Field: Creatures who cannot fly, float aren't immune to the prone condition and are smaller than the size this field creates move through this area as difficult terrain. Those who move over this surface can choose to make a Dexterity saving throw contested by your spell save DC, on a success they can move normally for one round and on a failure they fall immediately prone and end their turn.

Paradise Eruption: Everyone inside the initial eruption must succeed a dexterity saving throw to willingly blind themself for one round. Creatures with many eyes such as a beholder have disadvantage on this saving throw and creatures who no not have eyes are immune. On a failure, a creature is blinded for a number of rounds equal to your proficiency modifier unless they succeed a constitution saving throw on their subsequent turns. The DC of these saving throws is your spell save DC Everyone inside the initial eruption must make a dexterity saving throw and take 3d10+10 cold damage or half as much on a successful one. Anyone behind three-quarters or greater cover automatically succeeds this and takes no damage. Everyone who has taken damage from the eruption gains disadvantage on all attacks for 1 hour and water does not remove the soap. Any creature attacking with a weapon must make a DC6 Strength Saving throw once per turn or accidentally drop their weapon.

Boiling Bubbles: While these bubbles are deployed you can use a bonus action to spend an additional sorcery point to make them boil until they explode. Every creature covered in bubbles or standing in the bubble field immediately takes 1d10 force damage and any creature in 5ft of a bubble covered creature takes 1d10 force damage for every bubble covered creature within that range. This damage also stacks if two or more bubble covered creatures are next to each other or if they're inside the bubble field. After exploding the bubbles in this way, all effects previously stated from this feature immediately end.

You and any number of creatures you choose can be immune to the bubble paradise field and eruption but can still take damage from the boiling bubbles on a creature but not the floor. You can use this feature once per long rest.

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