Base Class: Sorcerer
Your innate magic comes from the power of elemental water and ice.
Primordial Knowledge
The arcane magic you command is infused with elemental water. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. Additionally, you know the Shape Water cantrip, which does not count towards your total sorcerer cantrips known.
Amphibious Mobility
Your attunement with water in all its forms allows you to move more freely. You gain a swimming speed equal to your walking speed, and you can breathe underwater. Additionally, difficult terrain caused by ice, snow or water does not count as difficult terrain for you, and when climbing objects made of ice, snow or water you have a climbing speed equal to your walking speed.
Expanded Spell List
Being a water whisperer lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.
| Water Whisperer Expanded Spells | |
|---|---|
| Spell Level | Spells |
| 1st | Create or Destroy Water, Purify Food and Drink, Armor of Agathys |
| 3rd | Create Food and Water, Tidal Wave |
| 4th | Control Water, Elemental Bane |
| 5th | Maelstrom, Summon Elemental (Water Only) |
| 8th | Tsunami |
Cold Hearted
At 6th level, you gain resistance to cold damage, and resistance to bludgeoning, slashing and piercing damage from magical and non-magical ice, snow and water. In addition, whenever you start casting a spell of 1st level or higher that deals cold damage or bludgeoning, slashing or piercing damage from ice, snow or water, watery and icy magic encases you. You gain additional temporary hit points equal to your twice your level plus your spellcasting ability modifier. If you already have temporary hit points, these temporary hit points do not replace them. Temporary hit points gained from this feature last 1 hour before disappearing.
Temperature Control
At 6th level, you gain the ability to more precisely control the state of water around you.
If it is raining, snowing, hailing, drizzling, or sleeting you can use an action to change the type of precipitation falling in a 20-foot-radius sphere centered on you. You can change rain, sleet, snow or hail to rain, sleet, snow or hail. You can end this effect as a bonus action.
Additionally, spells you cast ignore resistance to cold damage and resistance to bludgeoning, slashing and piercing damage from magical and non-magical ice, snow and water.
Wave Walker
When you reach 14th level, your affinity with water allows you to move through it more freely. You can walk and climb on liquid water as if it was a solid surface. You benefit from the Amphibious Mobility feature when using this feature, so moving across water this way doesn't count as difficult terrain, and your climbing speed is equal to your walking speed. Furthermore, you can pass through densely packed snow and solid ice as if it was liquid water. You benefit from the Amphibious Mobility feature when using this feature, so moving through the snow and ice doesn't count as difficult terrain, and you can swim through the snow and ice with your swimming speed.
Additionally, as an action, you can teleport yourself freely while in or on water, ice or snow. While either partially or fully submerged in water, buried in snow, or encased in ice, you can use an action to teleport yourself to another point you can see inside that water/snow/ice. You can only teleport to a point you can see, and the range of teleportation is only limited to how far you can see and how large the body of water, field of snow or glacier of ice is. You can teleport a number of times equal to your proficiency bonus before needing a long rest to use this feature again.
Domain of The Depths
Starting at 18th level, you can spend 10 sorcery points as an action to create a watery domain around yourself. For 1 minute, you are surrounded by a swirling sphere of water with a radius of 30 ft. This sphere is centered on you and moves with you. If any creature that enters the sphere, it must make a Strength saving throw against your sorcerer spell save DC. On a failed save, the creature takes 4d6 cold damage is paralyzed until it exits the sphere. On a successful save, the creature takes half as much damage, but must repeat the saving throw at the beginning of its next turn if is still inside the sphere. Creatures bigger than Large automatically pass the saving throw. A paralyzed creature inside the sphere is encased in ice, and takes 6d6 cold damage each turn it is encased in the ice. A creature can be prematurely freed from the ice if another creature uses a Strength (Athletics) against your spell save DC to break it free of the ice. You can free any creature paralyzed by the ice in the sphere at will (as a free action), and you can use a bonus action to push any creature paralyzed by the ice in a straight line away from you (with a jet of water) until it is outside the the sphere. You can dismiss the sphere of water with an action. The cold damage dealt by this feature ignores resistance to cold damage and treats immunity to cold damage as resistance.
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