Sorcerer
Base Class: Sorcerer

Your magic is tied to the boundless ocean—its depths hold secrets, and its waves grant you power. Whether you are blessed by an ancient sea deity, born under an omen of crashing tides, or have the blood of sea creatures in your veins, your magic flows like the tide, both serene and furious.

Tides of the Arcane

The deep sea infuses your magic, granting you spells that reflect its ever-changing nature.

You learn additional spells at certain levels, as shown in the Tides of the Arcane table. These count as sorcerer spells for you, but they don’t count against your known spells.

Tides of the Arcane Spells

Sorcerer Level

Subclass Spells

3rd

create or destroy water, thunderwave, misty step, gust of wind

5th

call lightning, water breathing

7th

control water, freedom of movement

9th

maelstrom, cone of cold


You also learn the Shape Water cantrip if you don’t already know it.

Ocean’s Flow

You have learned to move as fluidly as the tides.  Starting at 3rd level, whenever you cast a spell of 1st level or higher, you can move up to 10 feet without provoking opportunity attacks. Additionally, if you end your movement in water, your speed increases by 10 feet until the start of your next turn.

Heart of the Depths

At 6th level, you gain resistance to lightning and cold damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or cold damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or cold damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Ocean's Wrath

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal cold damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Water Soul

At 18th level, you gain immunity to lightning and cold damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

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