Sorcerer
Base Class: Sorcerer

Through some miraculous occurrences your character has been infused with water itself. You have an incredible affinity to water and you can bend it to your will.

Aquatic Affinity

At 1st level you can survive in water as well as you can on land. You can breathe underwater, have a swimming speed of your movement speed + 10, and you can't have disadvantage on attacks in water unless it is caused by a source other than the water around you. If you are using a ranged weapon you still have disadvantage on your attack. 

Your body functions well in cold temperatures but burns faster in fire. You gain resistance to cold damage and vulnerability to fire damage.

Water magic

You can control water at 1st level. You can control water for 10 minutes an amount of times equal to your proficiency bonus. You can use your action to move it in any way you like, freeze the controlled water, or dismiss the ability. You must have water around you to use this ability. Requires concentration. Range of 30ft. Requires somatic components.

You can control 25 gallons of water at 1st level. This amount increases by 25 at 5th, 11th, and 17th levels.

 

Improved Control

At 6th level you can use water magic to freeze water within 30 ft of you into weapons and armor. by activating Water magic you can freeze water into your desired item which lasts for 10 minutes. A weapon does ice damage and is considered a magical weapon. You also have proficiency with this weapon if it is in your proficiencies list. To create armor you must use a Water magic charge. When you use the charge to create armor the armor appears and takes the same effect as Mage Armor. You may not craft tools, other items, or weapons with flexible parts such as crossbows.

Magical rejuvenation

When you reach 14th level, during a short rest you can choose perform a ritual. During this time you must be fully submerged in water and are considered unconscious. When you use this ability any healing done to you is doubled at the end of the completed short rest. Upon completing the ritual you can choose to regain 4 spell slots of 1st level, 2 of 2nd level, 1 of 3rd level, or 1 of 4th level. If you are woken up from this ritual before it has completed you do not get any of the aforementioned benefits. You gain all other normal effects of a short rest once completed.

Incredible Control

By spending 5 sorcery points you can create a water elemental in an unoccupied space you can see within 90 ft of you with available water. You create a water elemental that will last for 10 minutes. It is under your control and you can command it to make an action with your bonus action. The elemental acts on your turn. If you do not command it to make an action the elemental will only defend itself. You can cast spells through it and you can spend your action to see through your elemental's senses while being deafened and blinded to your own.

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