Sorcerous Origins:
Maritime Bloodline
and Solar Magic
Background
Modeled after the Lunar Magic Sorcerer, I am excited to share the Maritime Bloodline and Solar Magic Sorcerous Origins, the first homebrew anything I've put together.
The Maritime Bloodline draws energy from Coral, Arctic, and Deep Seas, allowing your sorcerer to be nimble and enchanting, hardy and viscious, or well-adapted to the unseeing and unseen depths, surrounded by oddities and all the secrets lost at sea.
The Solar Magic Sorcerous Origin draws energy from the various elevations of the sun, be it the healing charm of the Dawn sun with its golden hour, the oppressive heat and clensing light of the Noon sun, or the setting sun of Dusk, which twists light into horrifying visages that become our nightmares.
Both also have alternate uses for hit die another parallel with the new UA, and something I hope we see more of in future offerings from WotC.
I hope you find these as compelling, flavorful, and exciting as I do.
Maritime Bloodline
The magic of the ocean courses through your veins, allowing you to harness elements of various environments of the sea, manifesting them as magic in the world.
Maybe you or an ancestor were involved in a ritual summoning something from the depths, or were shipwrecked, sinking to the deeps or being washed ashore in a reef. In any case, you can now harness the charming magic of coral reefs, where animals blend in to survive, the frigid arctic, where animals are hardy from their constant struggle to survive in an inhospitable environment, or the depths themselves, where all the animals of the sea come to their final resting place, and the few that inhabit the area live their entire lives in total darkness, surrounded by the secrets o of all that's been lost at sea and never again found.
Magic of the Seas
Starting at 1st level, you can summon the cold of the frigid depths on command. You learn the Frostbite cantrip, which doesn't count against the number of sorcerer cantrips you know. When you cast it, you can spend 2 sorcery points to target a 10 foot square instead of a single target.
Additionally, you gain a swim speed of 30 feet and proficiency with the trident. When you are holding a trident, you can use it as a spellcasting focus and no spell requires somatic components.
Maritime Embodiment
You learn additional spells when you reach certain levels in this class, as shown on the Maritime Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
| Maritime | Spells | ||
|---|---|---|---|
| Sorcerer Level | Coral Seas | Arctic Seas | Deep Seas |
| 1 | Charm Person | Absorb Elements | Detect Evil and Good |
| 3 | Alter Self | Rime's Binding Ice | Blindness/Deafness |
| 5 | Haste | Protection From Energy | Speak with Dead |
| 7 | Control Water | Ice Storm | Shadow of Moil |
| 9 | Gaes | Cone of Cold | Legend Lore |
Whenever you finish a long rest, you can choose what maritime environment manifests its power through your magic: Coral Seas, Arctic Seas, or Deep Seas. While in the chosen environment, spells of the associated environment in the Maritime Spells table can be cast once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
Tidal Flux
Starting at 6th level, you gain greater control over the environments of your maritime magic. As a bonus action, you can spend 1 sorcery point to change your maritime environment for a different one.
Maritime Boons
Starting at 6th level, Maritime environments influence your Metamagic. Each maritime environment is associated with the following schools of magic:
- Coral Seas: Enchantment & Transmutation
- Arctic Seas: Abjuration & Evocation
- Deep Seas: Necromancy & Divination
Whenever you use Metamagic on a spell from the Maritime Spells table or a spell of a school of magic associated with the maritime environment you are in, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Maritime Empowerment
Starting at 14th level, the power of a maritime environment saturates your being. Whenever you choose a maritime environment to affect your magic, you also gain the following benefit associated with that environment:
Art The images used in this piece were created by Simon Pape
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Coral Seas: You gain resistance to poison damage and you can't be poisoned. In addition, you can expend 1 sorcery point to camouflage your body, blending in to your environment for 10 minutes. You take on features of the landscape, and, so long as you do not move or take an action, you are not detectable by non-magical means. You can use this ability a number of times equal to your proficiency bonus before completing a long rest.
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Arctic Seas: Your AC increases by 2, and when you hit a creature with a spell that deals damage, you can expend a hit dice to deal additional damage. Roll 1d6 for each hit die you expend, and add the total rolled to the damage dealt by the spell. This additional damage can be the same type dealt by the spell or cold damage, your choice. In addition, you gain 2 extra hit die. These additional hit die do not add to your total hit points and can only be used for this ability.
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Deep Seas: You gain blindsight at a range of 20 feet and proficiency with the History and Stealth skills. In addition, when you are obscured by darkness, you can create a small, dim, glowing light lure within 15 feet of you. This light lure sheds dim light for 10 feet. As a bonus action, you can move it up to 10 feet or cause it to dance in its place. If another creature within 5 feet of the light interacts with it, you can use your reaction to cast a spell with an attack roll, targeting that creature. Once you use this feature, you cannot use it again until you complete a long rest.
Maritime Phenomenon
At 18th level, your nautical environment magic bursts. As a bonus action, you can tap into a special power of the nautical environment you are currently in. Alternatively, as part of the bonus action you take to change your maritime environment using your Tidal Flux feature, you can immediately use the power of the nautical environment you are entering:
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Coral Seas: You emit a magical aura that affects a creature's perception of the world around them. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or be unable to tell friend from foe until the end of your next turn. They choose their targets randomly or choose not to act in this time. In addition, you benefit from the effects of the haste spell, and you do not cause attacks of opportunity until the end of your next turn.
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Arctic Seas: You momentarily emanate an oppressive cold. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or take 3d10 cold damage and have its speed reduced to 0 until the end of its next turn. In addition, you gain a +5 bonus to your armor class and spells you cast that deal damage deal additional damage equal to your spellcasting modifier until the end of your next turn.
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Deep Seas: You emanate necromantic energy. Up to three creatures of your choice within 30 feet must make a Constitution saving throw, taking 2d10 necrotic damage or half as much if they succeed. The total amount of necrotic damage dealt can be distributed to up to six creatures of your choice within 60 feet of you as temporary hit points.
Once you use an environment's bonus action, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Solar Magic
Your essence is tethered to the magic of the sun, and the magic of the sun is tethered back. Perhaps you were born during a solar eclipse, or an Ancestor of yours was, or someone somewhere in your bloodline was imbued with solar magic by virtue of an archaic ritual. Either way, you feel the magic of the sun pulsing within you, especially on bright summer days. You can access within you magics of the dawn, which soothe and enchant, magics of the noon sun, which burn hot and bright, exposing things that hide in darkness for what they really are, and magics of the Dusk, which twist the world around and create the nightmares that haunt many in their sleep.
Solar Magic
Starting at 1st level, you can call down the dancing light of the sun on command. You learn the Dancing Lights spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can choose which creatures see the lights.
Solar Embodiment
You learn additional spells when you reach certain levels in this class, as shown on the Solar Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
| Solar | Spells | ||
|---|---|---|---|
| Sorcerer Level | Dawn | Noon | Dusk |
| 1 | Bless | Faerie Fire | Silent Image |
| 3 | Healing Spirit | See Invisibility | Phantasmal Force |
| 5 | Conjure Animals | Crusader's Mantle | Bestow Curse |
| 7 | Guardians of Faith | Arcane Eye | Phantasmal Killer |
| 9 | Synaptic Static | Immolation | Dream |
Whenever you finish a long rest, you can choose what solar elevation manifests its power through your magic: Dawn, Noon, or Dusk. While in the chosen elevation, spells of the associated elevation in the Solar Spells table can be cast once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
Helioflux
Starting at 6th level, you gain greater control over the elevations of your solar magic. As a bonus action, you can spend 1 sorcery point to change your solar elevation for a different one.
Solar Boons
Starting at 6th level, solar elevation influence your metamagic. Each solar elevation is associated with spells of the following schools of magic:
- Dawn: Conjuration & Enchantment
- Noon: Divination & Evocation
- Dusk: Illusion & Necromancy
Whenever you use Metamagic on a spell from the Solar Spells table or a spell of a school of magic associated with the solar elevation you are in, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Solar Empowerment
Starting at 14th level, the power of a solar elevation saturates your being. Whenever you choose a solar elevation to affect your magic, you also gain the following benefit associated with that elevation:
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Dawn: You emit dim light in a 10-foot radius. When a creature steps into that radius or starts their turn there, you can choose for them to take 1d4 temporary hit points.
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Noon: You emit bright light in a 10-foot radius and dim light for another 10 feet beyond that. When a creature steps into that radius or starts their turn there, you can choose for them to take 2d6 fire damage.
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Dusk: You emit an oppressive gloom in a 10-foot radius that makes bright light dim and dim light dark. Ranged attacks against you and creatures of your choice within that radius are made with disadvantage, and when a creature first enters this radius, you can choose to make them make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute.
Solar Phenomenon
At 18th level, your solar elevation magic bursts. As a bonus action, you can tap into a special power of the solar elevation you are currently in. Alternatively, as part of the bonus action you take to change your solar elevation using your Helioflux feature, you can immediately use the power of the solar elevation you are entering:
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Dawn: You unleash a burst of soothing energy. Creatures of your choice within 30 feet must make a Wisdom saving throw or be charmed by you for 1 minute. Creatures who are otherwise immune to the charmed condition are not immune to this effect, but roll the save with advantage. Targets who fail this saving throw can make another one as an action on each of their following turns.
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Noon: You unleash a burst of burning energy. Until the end of your next turn, when a creature of your choice deals damage with an attack roll, you can deal additional damage equal to your spellcasting modifier to each target. The damage you deal is either fire damage or radiant damage, your choice.
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Dusk: You unleash a burst of nightmarish energy that you can sacrifice your own life force to make stronger. Each creature of your choice within 30 feet must succeed on a Constitution saving throw or become frightened of you and take 2d10 necrotic damage. On a successful save, a target takes half as much damage and does not become afraid. You can expend hit dice to strengthen this burst of energy. Each hit die you expend increases the necrotic damage dealt by 1d10.
Once you use an elevation's bonus action, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.