Base Class: Sorcerer
(v.3)
Your innate magic comes from Aquatic magic drawing on a blessing granted on you by Ulmo, the Lord of Waters. Ulmo grants his blessing rarely, though when he does, it can appear to be just an act of pure kindness, and is not necessarily for some higher purpose. You may have been thrown off a storm-tossed ship by the agents of darkness, and been blessed such that you could survive in the sea for weeks. You may have seen Ulmo himself in a vision, and found an urge to stay in or near the sea for the rest of your life. Whatever the situation of your blessing, you have a strong affinity for water, and can live in the water as comfortably as on the land. For you the sea is not lifeless and dull, but is teeming with civilizations as powerful as those on land.
Aquatic Tendancies
Beginning when you choose this subclass at 1st level, you can breath water as well as air, have a swimming speed of 30 ft., and can speak and understand Aquan. In addition, you can live in water as most people would dry land, and are acclimatized to the depths of the ocean even to depths of 400 feet or more.
Water Healing
Also starting at 1st level, due to your close bond with water, you can heal yourself through the touch of water. Once per long rest, you can use your action to submerge yourself in water to heal hit points equal to your level in this class.
Tempestuous Magic
Starting at 6th level, once per turn when you cast a spell that deals lightning damage, add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance lightning damage type for 1 hour.
Water's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to hit the attacker with a jet of water. This deals bludgeoning damage equal to 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.
Ulmo's Presence
Beginning at 18th level, you can channel the presence of Ulmo, causing those around you to become awestruck . As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Previous Versions
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5/20/2020 2:29:14 PM
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v.1
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7/17/2020 11:00:37 AM
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v.2
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7/17/2020 11:03:15 AM
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74
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