Base Class: Sorcerer
Ever since your magic manifested you've dreamed of the sea, you've been called to it. Your heart seems to be synced with its eb and flow. The ocean or its gods in some form or another have chosen you to receive its gifts.
Gifts of The Sea
1st-level Ocean Born feature
You learn additional spells when you reach certain levels in this class, as shown on the Ocean Born Spells 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 abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Ocean Born Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Create or Destroy Water, Ice Knife |
| 3rd | |
| 5th | Tidal Wave, Wall of Water |
| 7th | Control Water, Black Tentacles |
| 9th | Maelstrom, Cone of Cold |
Chosen by The Sea
1st-level Ocean Born
Your connection to the ocean gives you the following benefits. You can breath underwater and gain a swimming speed equal to your walking speed. You are unaffected by strong currents of water
Additionally, you gain the ability to convey and understand simple thoughts and feelings with Any creature with a swim speed or has its origins in the ocean to influence ocean life. You have advantage on any ability check to influence a creature that has its origin in the ocean, including one that is hostile to you.
Rejuvenating Tide
6th-level Ocean Born feature
When in water you gain the ability to heal yourself. By spending 20 minutes and 2 of your sorcery points in water you are able to roll 2 of your hit dice to regain hit points as if you used then in a short rest, and instead of using your con modifier you use your cha modifier. You can do this as long as you have the time and sorcery points
Additionally if you spend at least half of a short rest in the water you roll the maximum amount on your hit dice used and you use your Charisma modifier instead of con.
Oceananic Alliance
14th-level Ocean born feature
You gain resistance to cold damage. A number of times equal to your Charisma modifier you can use your reaction to try to redirect an attack from a creature with a swim speed. The attacking creatures must make a wisdom save against your spell DC. If they succeed they attack as normal, however if they fail they must find a new target or fail to hit. You regain all uses at the end of a long rest
One with The Eb and Flow
18th-level Ocean Born feature
You become one with the ocean itself when in water you gain the following benefits
- You gain immunity to cold damge
- Any creatures that are also in a body of water as disadvantage on saves against your spell DC, aswell as you have advantage against them for any spell attack.
- Aswell as any damage from your spells deals extra cold damage equal to your spell attack modifier.
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Posted Apr 26, 2024Hey the creator here, just wanted to say I know the subclass is very niche, however I made the class with a ocean/pirate campaign in mind. In theory it will fill that niche very well, maybe be even a little op. I will post again when I can say for sure