Base Class: Sorcerer
Your innate magic comes from the natural gifts of sharks. Perhpas you have a little bit of Marid blood in your lineage. You might have been born in the Elemental Plane of Water, which infused you with shark powers. Maybe your parents struck a deal with a powerful Archfey and asked for their child to be a ferocious swimmer, not having enough foresight to see the strings attached to their request. Or perchance one of your ancestors may have been a Druid whose favorite Wild Shape was a shark.
Level 3: Aquatic Aptitude
The magic in your body manifests physical traits of your shark gift. You have sharp teeth, gills, fins and spots of dark grey hide on your body.
Fins and Gills: You can breathe underwater. Additionally, you have a Swim Speed of 50 feet.
Electroreception: While underwater, you have Blindsight with a range of 120 feet.
Bite: You can use your mouth to make an Unarmed Strike. Your teeth are considered magical weapons and, whenever you attack with them, you must use your Spellcasting Ability Modifier for the Attack Roll. On a hit, your bite deals Piercing damage equal to 1d8 plus your Charisma modifier. The damage dealt increases to 2d8 at Sorcerer level 6, to 3d8 at level 14 and to 4d8 at level 18.
Level 3: Shark Spells
When you reach a Sorcerer level specified in the Shark Spells table, you thereafter always have the listed spells prepared. If you gain access to a Spell that doesn't appear on the Sorcerer Spell List, the Spell is nonetheless a Sorcerer spell for you.
| Sorcerer Level | Spells |
|---|---|
| 3 | Create or Destroy Water, Hunter's Mark, Locate Animals or Plants, Pass without Trace |
| 5 | Haste, Tidal Wave |
| 7 | Control Water, Watery Sphere |
| 9 | Commune with Nature, Maelstrom |
Level 6: Blood Frenzy
Your shark magic grants you the ability to smell blood, which also makes you ravenous.
You have Advantage on any Survival check you make to track a Bloodied creature.
In addition, whenever you make an Attack against a Bloodied creature, you have Advantage. Also, if you cast a Spell that targets a Bloodied creature, they have Disadvantage on any Saving Throw the Spell forces them to make.
Moreover, if a creature within 5 feet of you takes damage and becomes Bloodied, you must make a Wisdom Saving Throw against your spell save DC. On a failed save, you must immediately use your Reaction to make a Bite attack with your Aquatic Aptitude feature against the Bloodied creature.
Level 14: Shark Servant
You know the Find Familiar spell and always have it prepared.
However, when you cast this Spell, instead of the animal forms there listed, your familiar assumes the form of a Reef Shark.
Moreover, the familiar granted by this feature follows the same parameters for Telepathic Connection, Combat, Disappearance of the Familiar and One Familiar Only determined by the Find Familiar spell.
Level 18: Infested Waters
Once per Long Rest, as a Magic action, you conjure a 30-foot Emanation of water that surrounds and follows you for 1 minute. The water is swarming with conjured spirits that take the form of Hunter Sharks.
Whenever a creature enters the Emanation, as well as starts or ends their turn inside it, they must make a Dexterity Saving Throw against yout Spell Save DC, taking 9d10+30 Piercing damage on a failed save or half as much damage on a successful one as the sharks bite them. If the creature is Bloodied, they have Disadvantage on the Saving Throw.
Previous Versions
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3/29/2025 10:21:11 PM
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