Base Class: Sorcerer
The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, leviathans or krakens, and mythical elementals. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.
Oceanic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Oceanic 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 evocation spell from the sorcerer, warlock, or wizard spell list.
Oceanic Spells
|
Sorcerer Level |
Spells |
|
1st |
|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Conjure Elemental (water only), Maelstrom |
Soul of the Sea
Starting at 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speedof 50 feet.
Additionally, you learn the Shape Water cantrip.
Marine Amplification
Also at 1st level, you learn the secrets of enhancing your spells with the might of the sea.
As a bonus action on your turn, you can make the next spell of 1st level or higher you cast this turn more powerful, as long as it deals cold or lightning damage. When the spell damages one or more creatures, it deals an extra 1d6 damage, and you can choose one of those creatures and cause one of the following effects:
- Speed Reduction. The target’s speed is reduced by 15 feet.
- Forced Movement. The target is forcibly moved 10 feet away from you.
Oceanic Defense
Beginning at 6th level, you gain resistance to cold damage.
Additionally, you also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack, you may spend 2 sorcery points to gain resistance to the attack’s damage, and then you can move up to half your movement without provoking opportunity attacks.
Shifting Form
Also at 6th level, you gain the ability to enter a liquid state while moving.
On your turn, you can move through any space that is at least 1 inch in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Waterspout
Starting at 14th level, you call upon waters to aid you when needed.
As an action, you can conjure a tiny water tornado, causing one creature or object of your choice that you can see to rise vertically, up to 30 feet. An unwilling creature that succeeds on a Strength saving throw against your spell save DC is unaffected by this feature.
If the target is willing, they gain a flying speed equal to their walking speed, but they must remain 10 feet over the ground. If the target is unwilling, you can change the target’s altitude by up to 30 feet in either direction on your turn as a bonus action.
Once you use this feature, you can't do so again until you finish a short or long rest, unless you spend 2 sorcery points to use it again.
Tide Bringer
At 18th level, you gain immunity to cold damage.
Additionally, you can forgo your movement, action, bonus action, and reaction for three consecutive turns to conjure apocalyptic waters meant to destroy your foes.
A wall of water springs into existence at a point you can see. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for 6 rounds. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.
Comments