Base Class: Sorcerer
Water ist your Element, you feel most alive, when close to a source of water.
Ocean Spells
1st-level Ocean Sorcerer feature
You learn additional spells when you reach certain levels in this class, as shown on the Ocean 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.
Some of these spells offer additional effect duo to your expertise and experience on the Element of Water.
You may cast every spell with your sorcerer points as well if you would need the same amount of sorcerer points as the level spell slot.
While on (a boat on) any natural body of water or under Water you do not need to do V and S component of Spells.
Ocean Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | shape water, create or destroy water, healing word |
| 3rd | enlarge/reduce,lesser restoration |
| 5th | tidal wave, wall of water |
| 7th | control water, control winds, watery sphere |
| 9th | greater restoration, maelstrom |
Control Water & Control Winds
At 9th-level:
You may cast both spells without expending a spell slot if you at the beach/shore or on the ocean.
If you use it to move a ship it moves up to 7 miles per hour.
Shape Water
At 1st-level:
You choose an area of water that you can see within range and that fits within a 10-foot cube. You manipulate it in one of the following ways:
- You instantaneously or for 1 hour move or otherwise change the flow of the water as you direct, up to 10 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Tidal Wave
At 5th-level:
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Strength saving throw. On a failure, a creature takes 5d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
Wall of Water
At 5th-level:
You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 60 feet long, 20 feet high, and 10 feet thick (the wall may have up to 4 90° curves), or you can make a ringed wall up to 30 feet in diameter, 20 feet high, and 10 feet thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. As a bonus action you may create a 10 feet long gap until the end of your turn, until the end of your next turn or until the spell ends.
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 10 and 40 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Water Affinity
At 5th-level:
You are able to cast water walk and water breathing at will without expending a spell slot.
Bound to the Sea
1st-level Ocean Mind feature
You can breath under water, you gain a swimming speed equal to your movement speed. You gain double proficiency with vehicles(water), and athletics.
You may use double your proficiency bonus instead of the normal modifier if you do any ability check related to the Ocean, Seas and Rivers. (like knowledge about sharks via nature checks, navigating a ship, or upcoming storm on the ocean)
On any vessel on any body of water you may as an action manipulate wind and water in a way, that it can move at it max speed (or 2 miles per hour if it has not a max speed). Against tiding or a river its up to the DM to decide how fast you are going or if you are able to move it at all. You reach max speed under normal conditions after 1 minute. You need to concentrate on the action as if would be a spell.
As a bonus action you can half your movement speed to surf on any water surface giving you a speed of 60 feet which is additional to your remaining half normal movement speed. So you can move up to 60 feet on water and half your normal movement speed on solid ground. You may not use your normal movement speed to make any movement in or on water and you cannot use any of the 60 feet to move on something else then water.
Connection to the Ocean
6th-level Ocean Sorcerer feature
You can see normally through water no matter how deep you are. Additionally you gain 60 feet Darkvision.
While on (a boat on) any natural body of water you gain a +2 bonus to AC and Advantage on Initiative, Constitution Saving Throws, Wisdom Saving Throws and Death Saving Throws.
While standing in or on a natural body of water, spells you gained through the Ocean Spell List or any spell that is connected with water in any way can be cast with a lower level Spell Slot (min 1). You also gain this benefit while on a boat, which is on a natural body of water.
Ocean Soul
6th-level Ocean Soul feature
You may decide if you want to be affected by a water related spell and those spells cannot deal any damage to you.
While on an ocean a short rest offers the same benefits to you as a long rest.
Blessing from the Sea.
14th-level Ocean Sorcerer feature
While on (a boat on) any natural body of water and you cast a spell from your ocean spell list you may cast another one from that list as part of the same action.
Become the Sea
18th-level Ocean Sorcerer feature
Being near to water makes you nearly unstoppable.
While on (a boat on) any natural body of water you gain advantage on all saving throws ability checks and attack roles. Your Darkvision is doubled and you get +5 Bonus to AC.
Comments