Sorcerer
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.

Aquatic Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Oceanic Magic 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 an illusion or a transmutation spell from the sorcerer, warlock, or wizard spell list.

SORCERER LEVEL SPELLS
1st armor of agathys, create or destroy water
3rd misty step, mirror image
5th freedom of the waves, tidal wave
7th control water, watery sphere
9th conjure elemental (water only), maelstrom

 

Ocean Soul

Starting at 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. Additionally you learn an empowered version the shape water cantrip allowing you to manipulate two 5 feet squares of water at the same time.

Move Like Water, Go With The Flow

Starting at 6th level you can take on a watery form as an action for 1 minute. Once this ability has ended you cannot use it again until the end of a short rest unless you spend 2 sorcery points. While in this form you gain the following benefits:

  • You can travel through enemy spaces and any opportunity against you are made with disadvantage. You cannot end your turn in an enemies space.
  • You have advantage on Dexterity Acrobatics checks against an enemies grapple check.
  • Moving over difficult terrain does not cost any additional movement.
  • You can shrink through tiny spaces down to a inch in size without suffering the squeezing penalties. You cannot end your turn inside an 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.

Shrouded in Mist

Starting at 14th level, you are perpetually mired in this unnatural fog. When you cast a spell of 1st level or higher, the fog thickens, lightly obscuring the area within a 30 foot radius on your position for a number of rounds equal to the level of the spell cast. This fog counts as half cover for you and any number of allies equal to your Charisma modifier (minimum 1). While inside the fog you can cast misty step without spending a spell slot, casting spells inside the fog does not reactivate this ability or extend the duration of it.

Hydromantic Force

Starting at 18th level you have learnt to truly harness the power of the sea into the form of devastating torrent of water. As an action you can create a 50 feet long 30ft high wave of water that travels from your position up to a distance of 40ft in front of you. Any Huge or smaller creature hit by this wave must make a Strength saving throw. On a failed save the creatures are pushed back 40ft from their position and take 5d10 bludgeoning damage. On a successful save the creatures are not pushed back and only take half damage.

Alternatively you can turn the torrent of water into a direct burst, creating a 5ft wide and 40ft long straight line jet of water in front of you. Each creature in the line must make a Strength saving throw. On a failed save the creatures are pushed back 20ft from their position and take 8d10 bludgeoning damage. On a successful save the creatures are not pushed back and only take half damage.

Once you use this feature, you cannot use it again until you finish a long rest or until you spend 5 sorcery points to use it again.

Previous Versions

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12/3/2023 10:44:40 PM
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