Sorcerer
Base Class: Sorcerer

Your innate power is born from elemental forces of water. Many of those that hold this power can trace it back to an ancestor either with a blood relation to a genasi or another elemental-kin, or one with a pact formed with an elemental entity that cursed the rest of their bloodline to have water-based powers in their blood. Whatever the case may be, your blood is infused with the destructive power of the seas. 

Aquatic Attunement

Your connection to the elemental seas has taken form in your adaptation towards seafaring. Starting at 1st level, you gain a swimming speed equal to your base walking speed. If your race already grants you a base swimming speed, this feature doubles it.

Protective Bubble

You are able to summon a layer of water around you to shield yourself and your allies from oncoming attacks. Starting at 1st level, you can use a bonus action to manifest a bubble around yourself or a creature within 30 feet of you. While this bubble is up, the affected creature can use a reaction when another creature makes an attack roll against it to increase its armor class by five, immediately ending the effect when this happens. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a short or long rest.

This armor class bonus increases to ten when you reach 14th level.

Adaptive Resilience

Your connection to the elemental waters has allowed you to rapidly adapt to any other elemental force that attempts to cause harm to you. Starting at 6th level, you can expend 2 sorcery points as a reaction whenever you are targeted by a spell attack that deals fire, lightning, cold, acid, or poison damage to gain resistance to that damage type for 1 minute. Depending on the damage type you gain resistance to, you deal an additional 2d6 of that damage type when you successfully make a weapon or spell attack against another creature. The resistance ends when 1 minute has passed, or you use this feature to gain resistance against a different damage type. 

Flow of Restoration

You are able to channel the healing properties of water to your allies, using yourself as a conduit. Starting at 6th level, as an action you can expend a number of sorcery points to use up to one gallon of water to restore 1d6 hit points for every sorcery point expended to a creature that you can touch. These effects can be used on yourself. When this feature is used on an open container of water, the gallon is destroyed. If it is used on a body of natural water, the magic necessary for it to work taints the water slightly, rendering it unusable for up to 1 hour.

Hydrophilic Mitigation

You are able to rend the moisture from another creature's body to bolster the power of your spellcasting or to heal your wounds. Starting at 14th level, as a bonus action you can expend a spell slot to choose a creature within 60 feet of you that you can see to pull the moisture from its body to cause one of the following effects. Creatures affected by this feature suffer an amount of necrotic damage equal to the level of the spell slot you expended.

  • You heal a number of hit points equal to one of the affected creature's hit die. You can expend a number of sorcery points to increase the healing given by a number of dice equal to the number of expended sorcery points.
  • You add a number of dice to the damage roll of the next spell you cast that deals damage equal to one of the affected creature's hit die. You can expend a number of sorcery points to increase the extra damage by a number of dice equal to the number of expended sorcery points.

Creatures that do not possess any bodily moisture or blood are unaffected by this feature.

Why Does the River Not Flow

Your bond to the seas has reached its formative apex as you are able to become one with the elemental waters. Starting at 18th level, you are able to breathe while submerged in water as if you were on land. Additionally, when you enter a body of water you can expend 3 sorcery points to completely camouflage yourself and anything you are wearing and holding among the waters. This effect lasts until you exit the water. When you are in the water, you are able to sense anything that enters it within 120 feet of you, and you have advantage on investigation and perception checks made underwater. You also gain immunity to nonmagical bludgeoning, slashing, and piercing damage as well as fire, poison, or acid damage (your choice) when you enter. 

Aquamancy Magic Image

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