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. These people are known as Tidal Sorcerers.
Heart of The Tides
you gain a swimming speed of 30 feet. If you already have a swimming speed, your swimming speed increases by 10 feet. you also gain the ability to breath underwater as if affected by the water breathing spell and gain proficiency in water vehicles. Additionally, when you cast a spell a water or cold spell (a spell that controls water, deals water based bludgeoning damage, or deals cold damage) on a hit you can attack another creature(s) equal to your proficiency bonus (Minimum of 1) of your choice within 30 feet, taking half as much damage.
Tidal Spells
When you reach a Sorcerer level specified in the Tidal Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Create or Destroy Water, Ice Knife, Knock, Warding Wind |
| 5 | Call Lightning, Tidal Wave |
| 7 | Control Water, Evard's Black Tentacles |
| 9 | Bigby's hand, Cone of Cold |
Luck of The Sea
The ocean itself helps you and you somehow seem to have the luck to turn a situation in your favor.You can manipulate the chaotic forces that control the seven seas and gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Level 14: Shifting With The Tides
Starting at 14th level, you can spend 2 sorcery points to gain the ability to enter a liquid state while moving till the start of your next turn.
When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.
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 also do not lose speed while going through difficult terrain. 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.
You can’t cast spells, but entering your liquid state doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment.Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.
Level 18: The Tides Gift
Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:
- You no longer need to eat, drink, or sleep.
- A critical hit against you becomes a normal hit.
- You have resistance to bludgeoning, piercing, and slashing damage.
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