Base Class: Sorcerer
You are descended from a people who, long ago, were blessed by an ancient ocean spirit.
The Island Gives Us What We Need
At 1st level, you gain proficiency in vehicles (water), and you can't become lost while at sea except by magical means. Additionally, you can forage enough food for four medium creatures while at sea or along the seashore.
Where the Sea Meets the Sky
At 1st level, you know the shape water cantrip. When you reach 3rd level, you know the gust of wind spell, and when you reach 7th level, you know the control water spell. These spells count as sorcerer spells for you but don't count against the number of sorcerer spells you know.
Additionally, you may spend 2 sorcery points to cast gust of wind or 4 sorcery points to cast control water rather than expending a spell slot.
Descended from Voyagers
At 6th level, you can hold your breath under water for twice as long as other folk, and you gain a swimming speed equal to your current speed. These effects double at 14th level.
As an action, you can ask your ancestors for guidance, granting you proficiency in one skill for which you are not proficient, or doubling your proficiency bonus in one skill for which you are. This lasts for one hour, and you can't use this feature again until you finish a long rest.
Additionally, as a reaction, you can spend 1 sorcery point to grant yourself advantage on an Intelligence, Wisdom, or Charisma saving throw.
Heart of the Ocean
Starting at 14th level, you gain the ability to summon an avatar of the ocean. As an action, you can spend 6 sorcery points to magically summon a water elemental into an unoccupied space within 10' from you. The elemental uses the water elemental myrmidon statistics. The elemental takes initiative after your turn and obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures. The elemental remains for up to 1 hour unless dismissed by you, its HP is reduced to 0, or you lose concentration (as if concentrating on a spell), after which it disappears.
Additionally, while the elemental is within 10' from you, it can act as your bodyguard. Using your reaction, you can direct the elemental to protect you from attacks; the attack hits your elemental instead (calculate using its AC and it loses HP instead of you).
Ocean's Fury
Starting at 18th level, when you are hit by a melee attack, you can use your reaction and spend 3 sorcery points to deal cold damage to the attacker. The damage is equal to twice your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed 20' away from you.
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