Sorcerer Origin: Aquatic Bloodline

by WarWitch

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Aquatic Bloodline


  • A descendant of the powerful clans of the sea or a
  • child of the never-ending waves, you can hear the
  • calling of the sea below. The waters can serve as a
  • shelter to all kinds of life forms, but the savage storms
  • and hurricane eyes are a danger to anyone who dares
  • come close. Your strength comes not only from the waves
  • within but sometimes from the powerful pulls of nature.
Aquatic Origin Spells
Sorcerer Level Spells
1st create or destroy water
3rd suggestion
5th wall of water
7th control water
9th conjure elemental (only water elemental)
11th Otiluke's freezing sphere

Aquatic Adaptation

At 1st level, your ties to the sea allow you to breathe underwater, and you have a swimming speed equal to your walking speed.

You are quick to avoid attacks, fluid and gracious as water. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Dehydrating Touch

Starting at 1st level, your hands are natural weapons that inflict the rage of the seas upon your enemies. You gain a natural attack and can use Dexterity or Strength for the attack and damage rolls, dealing cold damage equal to 1d6 + your Strength or Dexterity modifier.

Additionally, if you cast a spell on your turn using a spell slot of 1st level or higher, you can make one natural attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (minimum of once),and you regain all expended uses of it when you finish a long rest.

Raise the Deep

At 6th level, you gain resistance to cold damage and don't suffer any negative effects from deep diving. In addition, you can now use your Dehydrating Touch feature as a whip with 10/30 feet range, and force your target to make a Strength saving throw to avoid being pushed 10 feet in any direction you choose, as a current of water pushes them.

Aquatic Language

Starting at 6th level, while underwater you can communicate with any sort of beast that dwells beneath the surface. You learn the speak with animals spell and while underwater you can cast it without spending a spell slot, you don't need to maintain concentration and it only ends when you are not fully surrounded by water.

Watery Form

At 14th level, you can transform for 1 minute into an avatar of your ancestors, gaining the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You can move through any enemy's space but can't end your move there.
  • You have advantage on Dexterity saving throws and Acrobatics checks.

You can use this feature a number of times equal to half your proficiency bonus and you regain any uses after a long rest.

Deep One

At 18th level, you gain immunity to cold damage. In addition, any spell or effect you create ignores resistance to cold damage and treats immunity to cold damage as resistance.

Pathfinder Aquatic Bloodline

Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.

Note: This is an adaptation for Dungeons and Dragons, 5th Edition, of the Sorcerer's Aquatic Bloodline from Pathfinder, found in the Advanced Player’s Guide by Jason Bulmahn.

Tweaked Sorcerer

This Sorcerer Origin can be used with the Tweaked Sorcerer by SwordMeow. If you are using the Sorcerer from the Player's Handbook, you only need to remove the Aquatic Origin Spells, but they are added to your Sorcerer Spell List.

 

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