Base Class: Sorcerer
The Elemental Planes of Earth, Fire, Air and Water are the source of the four elements which form the foundation for the Prime Material Plane. On rare occasions, there are breaches where the elements are concentrated in their purest form, resulting in an energetic exchange from the Elemental Chaos. These vortices of elemental magic can often herald catastrophic disasters. They are countless records of such events throughout history. However, rarer still, are those that have not only survived such destruction, but were gifted with the remnants of their magic.
Thalassic Entity
At 1st level, your connection to the Elemental Plane of Water grants you the ability to breathe underwater and a swim speed equal to your walking speed. You have darkvision with a range of 60 feet.
Thalassic Omen
When you choose this origin at 1st level, you can infuse your spells with an elemental brand.
When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can brand the target until the end of your next turn or until you brand a different creature with this feature.
Once per turn when you cast a spell, you can trigger the brand if that spell deals cold or lightning damage to the branded target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the brand ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):
- Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
- Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
- Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.