Sorcerer
Base Class: Sorcerer

Plenty of Fish

At 1st level, your tie to those specific nereids who bless or curse fishermen grant you the ability to catch two fresh sea creatures per long rest from any unit of water large enough to house the fish you desire, even if no fish were ever present before. You also have a swim speed equal to your walking speed.

 

Salty Satisfaction

When you choose this origin at 1st level, you learn the secret of magically infusing food, and especially seafood, which you spend at least 15 minutes specially preparing. All food you prepare with at least seven grains of sea salt satisfies daily food needs for those who eat it. You have advantage on Charisma rolls with anyone who has enjoyed your food in the past two hours (though they have to be aware that you were the chef).

When you specially cook seafood, you make a Medicine check against a DC of 10 to infuse it with a bonus for the creature consuming it. The bonus depends on the type of seafood, below, and stays with the creature for up to six hours.

Freshwater Fish: Advantage of short rest Hit Dice rolls to restore hit points, double advantage if the Medicine roll exceeded 20 

Saltwater Fish: Guidance, with advantage if the Medicine roll exceeded 20

Shellfish: Resistance, with advantage if the Medicine roll exceeded 20

 

If you have access to a proper kitchen, you can Take 20 on the Medicine check. If the Medicine check does fail due to unusual cooking circumstances, then consuming the seafood gives a one hour Fishy Breath condition, which gives disadvantage wherever bad breath would matter. Normally, no one can tell that the Medicine check has failed before eating. However, on a Natural 1 there is nothing to eat and everybody in the room with the cooking Smells Fishy for half an hour, attracting any fish-loving animals in the area and giving disadvantage on stench-relevant checks. Mundane remedies work on these smells.

You can make a Medicine check to specially prepare non-seafood food with seven grains of sea salt, as well. The DC is 15 and for up to six hours the consumer will enjoy advantage on rolls against poison, intoxication, and other problems where good food in the tummy could help. 

 

Saucy Boon

At 6th character level, you, your cooking equipment, and your food have resistance to unintentional burns, and while you have resistance to hot pepper damage as well as to tearing up while chopping onions, as well.

You also gain the ability to brew a condiment called garum, which everybody is wild about eating on food of all sorts, even though it's made of fermented fish guts. You need a mere one hour's access to a proper kitchen. When you add garum to food, whether you specially prepared that food or not, it grants your choice of the usual seafood benefits. Your food 

At 6th sorcerer level, as long as you have caught or helped at least one fish in the last twenty-four hours, then when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, as a reaction you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.

 

Iron and Water Chef

At 14th character level, you may Take 20 on all cooking-related Medicine checks, even under difficult, non-combat cooking circumstances. You can also breathe water.

Starting at 14th sorcerer level, and also you may enter a liquid state while moving, as long as you have caught or helped at least one fish in the last twenty-four hours.

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 3 inches 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 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.

 

Salt Water Soul

At 18th character level, you may prepare yourself one bottle of special garum. This takes a full day to brew in a proper kitchen, and requires attention every six hours. Drinking this bottle transforms you into a Nereid for one hour, per the Polymorph spell.

Starting at 18th sorcerer 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.

Plenty of Fish

At 1st level, your tie to those specific nereids who bless or curse fishermen grant you the ability to catch two fresh sea creatures per long rest from any unit of water large enough to house the fish you desire, even if no fish were ever present before. You can also swim 30 ft per round.

 

Salty Satisfaction

When you choose this origin at 1st level, you learn the secret of magically infusing food, and especially seafood, which you spend at least 15 minutes specially preparing. All food you prepare with at least seven grains of sea salt satisfies daily food needs for those who eat it. You have advantage on Charisma rolls with anyone who has enjoyed your food in the past two hours (though they have to be aware that you were the chef).

When you specially cook seafood, you make a Medicine check against a DC of 10 to infuse it with a bonus for the creature consuming it. The bonus depends on the type of seafood, below, and stays with the creature for up to six hours.

Freshwater Fish: Advantage of short rest Hit Dice rolls to restore hit points, double advantage if the Medicine roll exceeded 20 

Saltwater Fish: Guidance, with advantage if the Medicine roll exceeded 20

Shellfish: Resistance, with advantage if the Medicine roll exceeded 20

 

If you have access to a proper kitchen, you can Take 20 on the Medicine check. If the Medicine check does fail due to unusual cooking circumstances, then consuming the seafood gives a one hour Fishy Breath condition, which gives disadvantage wherever bad breath would matter. Normally, no one can tell that the Medicine check has failed before eating. However, on a Natural 1 there is nothing to eat and everybody in the room with the cooking Smells Fishy for half an hour, attracting any fish-loving animals in the area and giving disadvantage on stench-relevant checks. Mundane remedies work on these smells.

You can make a Medicine check to specially prepare non-seafood food with seven grains of sea salt, as well. The DC is 15 and for up to six hours the consumer will enjoy advantage on rolls against poison, intoxication, and other problems where good food in the tummy could help. 

 

Saucy Boon

At 6th character level, you, your cooking equipment, and your food have resistance to unintentional burns, and while you have resistance to hot pepper damage as well as to tearing up while chopping onions, as well.

You also gain the ability to brew a condiment called garum, which everybody is wild about eating on food of all sorts, even though it's made of fermented fish guts. You need a mere one hour's access to a proper kitchen. When you add garum to food, whether you specially prepared that food or not, it grants your choice of the usual Salty Satisfaction seafood benefits.

At 6th sorcerer level, as long as you have caught or helped at least one fish in the last twenty-four hours, then when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, as a reaction you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.

Iron and Water Chef

At 14th character level, you may Take 20 on all cooking-related Medicine checks, even under difficult, non-combat cooking circumstances. You can also breathe water.

Starting at 14th sorcerer level, and also you may enter a liquid state while moving, as long as you have caught or helped at least one fish in the last twenty-four hours.

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 3 inches 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 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.

Salt Water Soul

At 18th character level, you may prepare yourself one bottle of special garum. This takes a full day to brew in a proper kitchen, and requires attention every six hours. Drinking this bottle transforms you into a Nereid for one hour, per the Polymorph spell.

Starting at 18th sorcerer 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.

Comments

Posts Quoted:
Reply
Clear All Quotes