Base Class: Sorcerer
Your innate magic comes from the power of elemental water. Many with this power can trace their magic back to a near-death experience at sea during a supernaturally created storm, but others born with great magical potential and talent during the Great Rain, or their lineage might include the influence of potent water creatures such as a Marid. Whatever the case, the magic of the depths of the vast seas permeates your being.
Much like Storm sorcerers, Deep soul sorcerers are valuable members of a ship’s crew. Their magic allows them to exert control over the waves in the immediate area to traverse waters normally too fierce or dangerous to otherwise or avoid the wrath of the goddess Umberlee. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats by turning their own terrain against them, catching them off guard more often than not.
Deep Soul Magic
1st-level Deep Soul Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Deep Soul 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Deep Soul Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | create or destroy water, fog cloud |
| 3rd | gust of wind, darkvision |
| 5th | wall of water, water breathing |
| 7th | watery sphere, control water |
| 9th | cone of cold, Maelstrom |
Ocean Magic
The arcane magic you command is infused with elemental water. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Starting at 1st level, you can use a bonus action on your turn to cause a thick fog cloud of elemental water to form and briefly surround you, immediately before or after you cast a spell of 1st level or higher, the fog heavily obscures the area for 20 feet in all directions, You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners, but ends early if a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Heart of the Ocean
At 6th level, you gain resistance to acid and cold damage. In addition, whenever you start casting a spell of 1st level or higher that deals acid, cold, or bludgeoning damage causes the moisture in the air around you to coalesce into furious waves that lash out at creatures of your choice that you can see within 10 feet of you to take cold or bludgeoning damage (choose each time this ability activates) equal to half your sorcerer level, pushing the target(s) 10 feet away from you unless they succeed on a strength saving throw equal to your spell save DC.
Additionally at 6th level you can now breathe both air and water if you couldn't before, and gain a swimming speed equal to your walking speed, if you already have a swimming speed it is increased by 30 feet.
Flowing Counter
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to transform briefly into a form made of elemental water, potentially causing the attack to miss or at least soften the blow. The attacker must make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attack deals no damage to you and the attacker is trapped and restrained by elemental water tendrils, chains, arms, serpents, ice, or how ever you wish to have this effect look, and is considered grappled and restrained. On a successful save the damage is halved.
Soul Torrent
At 18th level, you gain immunity poison damage and the poisoned and prone conditions.
As a bonus action, magically transform your body for 10 minutes into a manifestation of your power, transforming into a Water Elemental. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed in this way, the following rules apply:
- Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- When you transform, you assume the creature’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in this form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- Your attacks in this form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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