Base Class: Sorcerer
Once a millennia a few lucky sailors get power over their true home.
Cold & Wet
When casting a ranged Cold attack you may change the damage type to Water. If the spell causes a DC of any kind caused by the Cold, or if your campaign uses Elemental Effects, it now causes a CON DC. If failed if the creature has any resistances and/or immunities caused by magic, The resistances are removed and immunities become resistances until the start of your next turn.
Also in the area of affect of a Water spell you can choose to leave a puddle the size of the area. This puddle will disappear at the end of your next turn
Wet Words
The arcane magic you command is infused with elemental water. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Artic Exodus
Starting at 1st level, you can use a bonus action on your turn to create an ice tower under you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to go in the air 10 feet without provoking opportunity attacks. The tower melts 5 feet a turn unless you use your action to preserve it.
Artic Affinity
At 6th level, you gain resistance to Cold damage. In addition, whenever you start casting a spell of 1st level or higher that deals Cold damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take Cold damage (choose each time this ability activates) equal to half your sorcerer level.
Blizzardartic Wave
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal Cold damage to the attacker. The damage equals 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
Free as The Sea
At 18th level, you gain immunity to Cold damage and the effects of extremely cold weather.
You also gain a magical swim speed of 60 feet and can breathe underwater. As an action, you can reduce your swim speed to 40 feet for 1 hour and choose a number of creatures within 40 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical swim speed of 40 feet for 1 hour and can breathe water as if it was air. Once you reduce your swim speed in this way, you can’t do so again until you finish a short or long rest.
Previous Versions
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9/17/2021 7:20:04 PM
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