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.
Level 3: Soul of the Sea
Your tie to the sea manifests as the ability to breathe underwater, and you have a swim speed equal to your walking speed.
Level 3: Sea Spells
When you reach a Sorcerer level specified in the Sea Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Fog Cloud, Gust of Wind, Ray of Frost, Thunderwave |
| 5 | Lightning Bolt, Water Breathing |
| 7 | Control Water, Ice Storm |
| 9 | Conjure Elemental, Hold Monster |
Level 3: Curse of the Sea
Also at 3rd level, the call of the seas teaches you the secret of infusing your spells with a watery curse.
When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, the target is cursed by you until the end of your next turn, or until you curse a different creature with this feature.
Once per turn when you cast a spell that spell deals cold or lightning damage to the cursed target or forces it to move, you can trigger the curse. Doing so subjects the target to the appropriate additional effect below, and then the curse ends:
- Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
- Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
- Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.
Level 6: Watery Defense
At 6th level, you gain resistance to fire damage.
You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move as a globule of water, or teleport like a lightning bolt, up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.
Aspect of the Seas
As a Bonus Action, you can spend 1 Sorcery Point or more to manifest your tempestuous magic for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.
- Flight of Storms. You gain a Fly Speed equal to your Speed, and you can hover.
- Fortify the Tempest. You gain Resistance to your choice of Cold, Lightning, and Thunder damage. You can choose more than one type of damage, spending 1 Sorcery Point for each.
- Fury of the Deep. For the duration, when you are hit by a melee attack, you can deal lightning damage to the attacker equal to your sorcerer level. They are then cursed by your Curse of the Seas feature.
Level 18: Watery Soul
At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistances to cold, lightning, or thunder damage and treats immunities to these damage types as resistances.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/29/2025 12:22:57 AM
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21
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15
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2014 UA 28 (REVISED BY ME)
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Coming Soon
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