Sorcerer
Base Class: Sorcerer

You gain you talent for sorcery from the primordial force of water. Legends tell of the first tear to fall from the face of a woman with a broken heart, and the tear spawned great storms and tidal waves of anger and vengeance. Many who are gifted in the way have long lineages of seafarers, and feel the call of the sea as strongly as their forefathers before them. The sorcerers who learn to master the power of the Primeval Tear are said to be able to spawn whirlpools and flood deserts.

Ocean's Breath

You are naturally talented at living at sea and feel at home in the water. You can hold your breath for a number of minutes equal to twice your Constitution modifier. In addition, your swim speed is equal to your land speed. You can also cast the 1st level spell create or destroy water as a sorcerer spell

Crashing Wave

At 1st level, your spells can channel the force of the sea and batter your enemies. When you cast a spell of 1st level or higher, you can spend 1 sorcery point to force the target of the spell to succeed on a Strength saving throw or be pushed 10 feet in any direction you choose. 

Heart of the Sea

At 6th level, you can call upon the curative powers of water to heal yourself. You can spend sorcery points equal to your proficiency modifier to recover 1d8 hitpoints per sorcery point.

State Manipulation

You can quickly change the state of water to your advantage. As a bonus action, you can spend 1 sorcery point to instantly freeze or evaporate up to 10 gallons of water. Additional sorcery points may be spent for an additional 10 gallons per point.

If the water is on the floor, you can freeze the water to create difficult terrain for 1d4+1 rounds. Alternatively, you can evaporate the water to create a mist. For every gallon of water evaporated you create one cubic foot of mist.  

If the water is on a creature, you can freeze it and the creature must make a Strength saving throw. On a fail, they take cold damage equal to 2d6 + Charisma Modifier and are restrained until they succeed on a Strength saving throw on their turn. On a successful save they take half damage and their speed is halved for 1 round. If you boil the water, target must make a Constitution saving throw, taking fire damage equal to 2d10 + Charisma modifier on a fail, or half as much on a success.

Rising Tide

You can use an action to channel the ferocity of the sea and throw your enemies into turmoil. For a number of rounds equal to your Charisma modifier, enemies within 30 feet of you must succeed Constitution saving throws or take a level of exhaustion. These levels stack each round up to 1 minute starting at the first round you use this feature. Once used, you must take a long rest before you can use this again.

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