Sea Sorcery

The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.    

Oceanic Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Oceanic Magic table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1st armour of Agathys, create or destroy water
3rd misty step, moonbeam
5th thunderstep, tidal wave
7th control water, summon elemental (water only)
9th cone of cold, maelstrom
15th tsunami

Soul of the Sea

Starting at 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.    

Curse of the Sea

Also at 1st level, you learn the secret of infusing your spells with a watery curse. Whenever you damage a creature with a sorcerer spell, you can use your reaction to curse them. As a bonus action on your turn, you can cause one of the following effects:

  • The creature takes cold damage equal to your sorcerer level, and their movement speed is reduced by 10 feet until the end of their next turn.

  • The creature takes lightning damage equal to your sorcerer level, and they are moved 10 feet horizontally in a direction of your choice.

This lasts for 1 minute or until you use this feature again. Once you have used this feature a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.    

Watery Defence

Starting at 6th level, you gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack, you can spend 2 sorcery points to halve the damage dealt by that attack, and then you can move up to 15 feet without provoking opportunity attacks.    

Shifting Form

Starting at 14th level, you gain the ability to enter a liquid state while moving.   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 1 inch 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.    

Unstoppable Flow

At 18th level, you gain the ability to turn into a mighty wave when you move, crashing against your enemies. As an action on your turn, you can move 60 feet in a straight line ahead of you, without provoking opportunity attacks. Any creature of your choice in a 60 feet long and 30 feet wide line take force damage equal to your sorcerer level and must make a Strength saving throw. On a failure, they are moved 30 feet in the direction you travelled.

Once you use this feature, you cannot use it again until you finish a long rest or until you spend 5 sorcery points to use it again.
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