Base Class: Sorcerer
When your were born you had great control over water. You see it as a play thing and something to do your biding.
Hydro-Will
You gain the ability to breath underwater, your swim speed equals your walk speed, and cast the following spells that don't count against your known spells at the corresponding levels.
Level 1: Shape Water and create or destroy water.
Level 6: Wall of water and water walk.
Level 8: Control water and watery sphere.
Water Breathing
you can breath underwater as if it was air.
Watery Body
You gain a +2 Ac bonus and resistance fire damage and 1 other damage type other than lightning and cold.
Acid Resistance
Gain resistance to acid.
Bludgeoning resistance
You gain resistance to bludgeoning damage.
Force resistance
You gain resistance to force damage.
Necrotic resistance
You gain resistance to necrotic damage.
Piercing damage
You gain resistance to piercing damage.
Poison resistance
You gain resistance to poison damage.
Radiant resistance
You gain resistance to radiant damage.
Slashing resistance
You gain resistance to slashing damage.
Thunder resistance
You gain resistance to thunder damage.
Wavering From
At 14th level you gain the ability to move like water. When ever an enemy takes an attack of opportunity they have disadvantage and when you make an attack with a melee weapon you have advantage on the attack.
True Water Spirit
When you reach level 18 your connection to all forms of water has reached it's highest point of power. You gain the following abilities.
-Any attack against you has disadvantage.
-You can manipulation the water inside living or dead creatures as a bonus action to do ether fire or cold damage. You can do ether one damage types 3 times per long rest.
-When you're near large bodies of water you have advantage on attack rolls.
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