Base Class: Sorcerer
Every so often, a child is born whose connection to the sea gifts them powers of sorcery and transformation. You may have been born near a point of power during high tide and the full moon, or your parentage is linked to coastal fey or god. Regardless of origin all Selkies share two things in common. The first is the power to transform into a pinniped, such as the monk seal or sea lion, when submerged in water. The second is a constant yearning to leave the terrestrial world behind.
As a Selkie sorcerer, you decide how your magic manifested. Were you simply born with the ability? Did you find a seal-skin coat one day, and upon wearing it discovered your powers? Or, perhaps you were swept overboard ship, and woke up on a beach with your power? Regardless, the choice is yours to follow the folklore tradition of the selkie, or to make something new.
Selkie Spells
1st-level Selkie feature
You learn additional spells when you reach certain levels in this class, as shown on the Selkie Spells table. Each of these spells counts as a sorcerer spell for you, but it does not 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 transmutation or water-based spell, such as ice knife, fog cloud, or watery sphere, from the sorcerer, warlock, or wizard spell list.
|
Sorcerer Level |
Spells |
|
1 |
expeditious retreat, create or destroy water, shape water |
|
3 |
alter self, enhance ability |
|
5 |
water walk, water breathing |
|
7 |
control water, polymorph |
|
9 |
awaken, reincarnate |
Ocean's Child
1st-level Selkie feature
Your prowess in the water includes incredible athletic ability and spellcraft. You have a swim speed of 30 feet, and take no cold damage from environmental conditions. At 6th level, your swim speed increases to 45 feet. At 14th level, your swim speed increases to 60 feet.
Additionally, when you are fully submerged in water you can cast sorcerer spells without verbal or somatic components.
Ferocious
6th-level Selkie feature
You can transform your pain into a magical reservoir. When you take any form of damage except fire you can use your reaction to regain a number of sorcery points equal to your proficiency modifier. Once you use this reaction, you cannot use it again until you finish a long rest.
Tenacious Transmuter
14th-level Selkie feature
You gain the ability to further alter a creatures physical form and prowess. When concentrating on a transmutation spell, you cast and maintain concentration on an additional transmutation spell. However, the second spell must
- only affect one creature
- be cast on a creature already transmuted by the spell you are concentrating on
- be cast with a spell slot of 3rd level or lower.
When concentrating on two spells, your movement speed is halved and you cannot roll Constitution saving throws to maintain concentration with advantage. Additionally, you roll for both spells with the same Constitution saving throw, and lose concentration for both spells on a failure.
Lion of the Seas
18th-level Selkie feature
You expel a surge of magic that destabilizes the very world around you. As an action, you morph the very ground within 30 feet into difficult terrain. You are unaffected by this difficult terrain.
Additionally, each creature within 30 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, a creature's speed is reduced to 0 until the end of its next turn, and must roll a d6. The creature gains a number of levels of exhaustion equal to the number rolled minus 1. For example, if a creature rolls a 1 on the d6 they gain no levels of exhaustion.
On a successful save, the creature does not suffer exhaustion, but its speed is still reduced to 0 until the beginning of its next turn.
Once you have used this feature, you cannot use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.
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