Base Class: Sorcerer
The boundless ocean has called to your soul, and granted you the power of the mighty deeps. Perhaps your ancestry includes one of the merfolk, or another aquatic Fey. Or maybe you were blessed by a great and powerful master of the Abyss, such as a Kraken or Marid. Whatever the case, your power ebbs and flows with the mightiest tides. Will you be a beautiful, alluring Siren or a truly nightmarish monster from the blackest depths? Whatever path you choose, the sea is a part of you, and its vast horizons and crushing power are yours to command.
Level 3: Abyssal Spells
When you reach a Sorcerer level specified in the Abyssal Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Calm Emotions, Create or Destroy Water, Silence, Sleep |
|
5 |
Hunger of Hadar, Water Breathing |
| 7 | Control Water, Evard’s Black Tentacles |
| 9 | Cone of Cold, Scrying |
Level 3: Blessing of the Deep
You gain a swim speed equal to your normal speed, and you can breathe underwater.
Level 3: Siren Song
When you cast the Sleep spell, you may do so without material or somatic components. You may also choose to cast it in the form of an Emanation with a radius of 30ft, centred on yourself. Whenever you cast it this way, you cannot do so again until you finish a Short or Long Rest.
Level 6: Hydrokinesis
You gain the ability to manipulate water into weapons, creating pressurised bursts, blades or even bullets. As a Bonus Action, you may choose a single target that you can see within 30 feet. That target must succeed on a Dexterity saving throw or suffer 2d8 of either Bludgeoning, Piercing or Slashing damage (your choice) and be pushed 5ft directly away from you. The damage and push distance increases as you gain levels: 3d8 and 10ft at level 11, and 4d8 and 15ft at level 17.
Level 14: Undine Form
You can harness the physical traits of sea creatures to enhance your own physiology. As a Bonus Action, you can spend 1 Sorcery Point or more to alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.
Armoured Carapace. Your AC becomes 17 if it is lower than that. You also gain resistance to Bludgeoning, Piercing and Slashing damage.
Toxic Spines. If you either hit, or are hit by, another creature with an unarmed attack roll, or one of you Grapples the other, the opposing creature immediately takes 3d10 Poison damage and must succeed on a Constitution saving throw or receive the Poisoned condition. They take a further 3d10 Poison damage and must roll to avoid the Poison condition again at the end of each of their turns, as long as the Grapple is maintained.
Tentacle Grasp. Your Reach increases by 5ft. Creatures that you Grapple have Disadvantage when rolling to avoid or escape it.
Bioluminescence. Your body emits a blue-green glow that sheds dim light for a distance of 20 feet. Additionally, whenever a creature makes a melee attack roll against you, you can take a Reaction to emit a flash of light and impose Disadvantage on that roll.
Level 18: Abyssal Plane
When you activate your Innate Sorcery feature, you may create an oceanic demiplane that overlaps the reality around you. This takes the form of a 30ft Emanation, centred on you, within which the light takes on a shimmering, green-blue hue and the ghostly illusions of sea creatures swirl.
Whilst wholly within the Emanation, creatures of your choice count as underwater for the purposes of movement, combat and breathing (unless they do not breathe, or can either naturally or magically breathe underwater, the creature is Suffocating). They also suffer Disadvantage on their Dexterity saving throws.
Whilst the Emanation is present, you may take either an Action or a Bonus Action (no more than once per turn) and move a single Large or smaller creature (or an object that weighs up to 500lbs) that is wholly within the Emanation 10ft in any direction, which may eject them from the Emanation. If a creature is ejected this way, or as a result of being hit by your Hydrokinesis ability, they must succeed on a Dexterity saving throw or fall Prone.
The Emanation disappears when your current use of Innate Sorcery ends.
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Posted May 16, 2026Edits this version:
Amended the wording for Toxic Spines for clarity. Affected creatures now roll for additional damage and poison condition at the END of their turn if they maintain the grapple, rather than the start of it. This allows them to potentially take the damage and roll against the Poisoned condition twice in the turn they initiate the grapple, if they choose to maintain it, but allows them to avoid being forced to take immediate damage on subsequent turns.
Amended the wording for Tentacle Grasp to fit more with the 5.5e Grapple rules.
Amended the wording for Abyssal Plane to clarify that the movement effect only works whilst the Emanation is present. Amended this feature's usage to either an Action OR Bonus Action, allowing it to be used the same turn as Innate Sorcery is activated. However, limited it's use to once per turn to compensate.
As always, feedback and experiences with the subclass are welcome!