Base Class: Sorcerer
The magic of the ocean courses through your veins, allowing you to harness elements of various environments of the sea, manifesting them as magic in the world.
Maybe you or an ancestor were involved in a ritual summoning something from the depths, or were shipwrecked, sinking to the deeps or being washed ashore in a reef. In any case, you can now harness the charming magic of coral reefs, where animals blend in to survive, the frigid arctic, where animals are hearty from their constant struggle to survive in an inhospitable environment, or the ocean depths themselves, where all the animals of the sea come to their final resting place, and the few that inhabit the area live their entire lives in total darkness.
Magic of the Seas
Starting at 1st level, you can summon the cold of the frigid depths on command. You learn the Frostbite cantrip, which doesn't count against the number of sorcerer cantrips you know. When you cast it, you can spend 2 sorcery points to target a 10 foot square instead of a single target.
Additionally, you gain a swim speed of 30 feet and proficiency with the trident. When you are holding a trident, you can use it as a spellcasting focus and no spell requires somatic components.
Maritime Embodiment
You learn additional spells when your each certain levels in this class, as shown on the Maritime Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you finish a long rest, you can choose what maritime environment manifests its power through your magic: Coral Seas, Arctic Seas, or Deep Seas. While in the chosen phase, spells of the associated phase in the Maritime Spells table can be cast once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Coral Seas: Charm Person (1st), Alter Self (2nd), Haste (3rd), Control Water (4th), Geas (5th)
Arctic Seas: Ice Knife (1st), Snilloc's Snowball Storm (2nd), Protection from Energy (3rd), Ice Storm (4th), Greater Restoration (5th)
Deep Seas: Inflict Wounds (1st), Darkness (2nd), Speak with Dead (3rd), Black Tentacles (4th), Legend Lore (5th)
Arctic Seas
Arctic Seas: Ice Knife (1st), Snilloc's Snowball Storm (2nd), Protection from Energy (3rd), Ice Storm (4th), Greater Restoration (5th)
Coral Seas
Coral Seas: Charm Person (1st), Alter Self (2nd), Haste (3rd), Control Water (4th), Geas (5th)
Deep Seas
Deep Seas: Inflict Wounds (1st), Darkness (2nd), Speak with Dead (3rd), Black Tentacles (4th), Legend Lore (5th)
Tidal Flux
Starting at 6th level, you gain greater control over the environments of your maritime magic. As a bonus action, you can spend 1 sorcery point to change your maritime environment for a different one.
Maritime Boons
Starting at 6th level, Maritime environments influence your Metamagic. Each Maritime environment is associated with the following schools of magic:
Coral Seas: Enchantment & Transmutation
Arctic Seas: Abjuration & Evocation
Deep Seas: Necromancy & Divination
Whenever you use Metamagic on a spell from the Maritime Spells table or a spell of a school of magic associated with the maritime environment you are in, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Maritime Empowerment
Starting at 14th level, the power of a Maritime environment saturates your being. Whenever you choose a Maritime environment to affect your magic, you also gain the following benefit associated with that phase:
Coral Seas: You gain resistance to poison damage and you can't be poisoned. In addition, you can expend 1 sorcery point to camouflage your body, blending in to your environment for 10 minutes. You take on features of the landscape, and, so long as you do not move or take an action, you are not detectable by non-magical means. You can use this ability a number of times equal to your proficiency bonus before completing a long rest.
Arctic Seas: Your AC increases by 2, and when you hit a creature with a spell that deals damage, you can expend a hit dice to deal additional damage. In addition, you gain 2 extra hit die. These additional hit die do not add to your total hit points and can only be used for this ability.
Deep Seas: You gain blindsight at a range of 20 feet and proficiency with the History and Stealth skills. In addition, when you are obscured by darkness, you can create a small, dim, glowing light lure within 15 feet of you. This light lure sheds dim light for 10 feet. As a bonus action, you can move it to 10 feet or cause it to dance in its place. If another creature within 5 feet of the light interacts with it, you can use your reaction to cast a spell with an attack roll, targeting that creature. Once you use this feature, you cannot use it again until you complete a long rest.
Maritime Phenomenon
At 18th level, your Maritime environment magic bursts. As a bonus action, you can tap into a special power of the Maritime environment you are currently in. Alternatively, as part of the bonus action you take to change your Maritime environment using your Tidal Flux feature, you can immediately use the power of the Maritime environment you are entering:
Coral Seas: You emit a magical aura that affects a creature's perception of the world around them. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or be unable to tell friend from foe until the end of your next turn. They choose their targets randomly or choose not to act in this time. In addition, you benefit from the effects of the Haste spell, and you do not cause attacks of opportunity until the end of your next turn.
Arctic Seas: You momentarily emanate an oppressive cold. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or take 3d10 cold damage and have its speed reduced to 0 until the end of its next turn. In addition, you gain a +5 bonus to your armor class and spells you cast that deal damage deal additional damage equal to your spellcasting modifier until the end of your next turn.
Deep Seas: You emanate necromantic energy. Up to three creatures of your choice within 30 feet must make a Constitution saving throw, taking 2d10 necrotic damage or half as much if they succeed. The total amount of necromantic damage dealt can be distributed to up to six creatures of your choice within 60 feet of you as temporary hit points.
Once you use an environment's bonus action, you can't do so again until you finish a long rest or you spend 5 sorcery points to use it again.
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