Your magic comes from a strange affinity for ships and sailing. Shipmages are most common on Ixalan.
Affinity for Seafaring
When you choose this origin at 1st level, you gain proficiency with vehicles (water) and double your proficiency bonus for checks you make with them. You also gain proficiency with simple weapons, scimitars, tridents, and nets.
You also learn the control rigging cantrip and can cast it without material components. It doesn't count against your number of cantrips known.
Additionally, as long as you are not wearing medium or heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed.
Furthermore, while on a ship, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Storm Guide
At 6th level, you gain the ability to protect your ship from inclement weather.
While you are on a ship, you can use the following magical abilities as long as you aren't unconscious.
If it is raining, you can spend one sorcery point as a free action to cause the rain to stop falling in a 20-foot-radius sphere centered on your ship. This ability also applies to snow, sleet, hail, and similar phenomena. You can end this effect as a free action.
If it is windy, you can spend one sorcery point as a free action to halve or double the speed of the wind in a 20-foot-radius sphere centered on your ship until you finish a long rest. Once you have used this ability, you cannot use it again until the wind returns to its normal speed.
If it is windy, you can choose the direction that the wind blows in a 20-foot-radius sphere centered on your ship. This ability doesn’t alter the speed of the wind.
If there is a current, you can choose the direction that the current flows in a 20-foot-radius sphere centered on your ship. This ability doesn’t alter the speed of the current.
Swashbuckling Sorcerer
Also starting at 6th level, while you are on a ship, when you hit a creature with a melee weapon attack with a melee weapon that you are proficient with and that lacks the two-handed property, you can spend one or more sorcery points to cause the attack to magically deal an extra 1d8 thunder or lightning damage (your choice) per sorcery point spent.
Additionally, whenever you take the Attack action on your turn to attack with a melee weapon that you are proficient with and that lacks the two-handed property, if you are on a ship, your movement doesn't provoke opportunity attacks until the end of your turn.
Dampen Storms
Starting at 14th level, your affinity for ships lets you magically protect your ship and crewmates from enemy storm-mages. While you are on a ship, you, the ship, and any number of creatures you choose that are also on the ship have resistance to thunder and lightning damage.
Know the Ship
Also starting at 14th level, you have advantage on ability checks with carpenter's tools related to boats or ships.
The Ship Within
Starting at 18th level, you are considered to be on a ship for the purposes of your other Shipmage features whether or not you are actually on a ship. If you aren't actually on a ship, your Dampen Storms feature can only apply to creatures within 60 feet of you.
Additionally, you can perform a one-hour ritual to create a magical copy of any boat or ship you're familiar with. The ship lasts until you use this ability again or until you dismiss it as a free action. You can spend one sorcery point to change the form of the ship to that of any other boat or ship you're familiar with as an action. Once you have created a ship with this ability, you cannot do so again until you finish a long rest.
Some of the Ixalan stories referred to Shipmages, but Plane Shift Ixalan didn't have anything for them, so I made the spell, then I made the subclass. It has the weapon proficiencies because they're thematic and it has the weapon-based features because it has the weapon proficiencies.
Shipmage
Your magic comes from a strange affinity for ships and sailing. Shipmages are most common on Ixalan.
Affinity for Seafaring
When you choose this origin at 1st level, you gain proficiency with vehicles (water) and double your proficiency bonus for checks you make with them. You also gain proficiency with simple weapons, scimitars, tridents, and nets.
You also learn the control rigging cantrip and can cast it without material components. It doesn't count against your number of cantrips known.
Additionally, as long as you are not wearing medium or heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed.
Furthermore, while on a ship, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Storm Guide
At 6th level, you gain the ability to protect your ship from inclement weather.
While you are on a ship, you can use the following magical abilities as long as you aren't unconscious.
Swashbuckling Sorcerer
Also starting at 6th level, while you are on a ship, when you hit a creature with a melee weapon attack with a melee weapon that you are proficient with and that lacks the two-handed property, you can spend one or more sorcery points to cause the attack to magically deal an extra 1d8 thunder or lightning damage (your choice) per sorcery point spent.
Additionally, whenever you take the Attack action on your turn to attack with a melee weapon that you are proficient with and that lacks the two-handed property, if you are on a ship, your movement doesn't provoke opportunity attacks until the end of your turn.
Dampen Storms
Starting at 14th level, your affinity for ships lets you magically protect your ship and crewmates from enemy storm-mages. While you are on a ship, you, the ship, and any number of creatures you choose that are also on the ship have resistance to thunder and lightning damage.
Know the Ship
Also starting at 14th level, you have advantage on ability checks with carpenter's tools related to boats or ships.
The Ship Within
Starting at 18th level, you are considered to be on a ship for the purposes of your other Shipmage features whether or not you are actually on a ship. If you aren't actually on a ship, your Dampen Storms feature can only apply to creatures within 60 feet of you.
Additionally, you can perform a one-hour ritual to create a magical copy of any boat or ship you're familiar with. The ship lasts until you use this ability again or until you dismiss it as a free action. You can spend one sorcery point to change the form of the ship to that of any other boat or ship you're familiar with as an action. Once you have created a ship with this ability, you cannot do so again until you finish a long rest.
Some of the Ixalan stories referred to Shipmages, but Plane Shift Ixalan didn't have anything for them, so I made the spell, then I made the subclass. It has the weapon proficiencies because they're thematic and it has the weapon-based features because it has the weapon proficiencies.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Im loving this little sorcerer origin.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)