Oceanic Soul Sorcerer
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.
Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.
(This subclass is a mix of my own ideas and those borrowed form the original Sea Sorcery subclass from Unearthed Arcana 28 - Sorcerer)
Oceanic Magic
You learn additional spells when you reach certain levels in this class, as shown on the Oceanic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
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 an conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
(A spell with a * is included later in this document)
Oceanic Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Create or Destroy Water, Fog Cloud |
| 3rd | Aqua Jet * , Misty Step |
| 5th | Tidal Wave, Wall of Water |
| 7th | Control Water, Watery Sphere |
| 9th | Geyser * , Maelstrom |
Heart of the Sea
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, you know the Shape Water spell and it doesn't count against your number of cantrips known.
Force of the Waves
Also at 1st level, you gain the ability to imbue your spells with the force of crashing waves. Once per turn, when you hit a creature with a spell attack or it fails its saving throw against one of your spells, you can choose to push the target 10 feet away from you.
Watery Defense
At 6th level, you gain resistance to fire damage.
You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level, 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, unless you spend 2 sorcery points to use it again.
Tidal Form
Starting at 14th level, you gain the ability to turn your entire body into water. As a bonus action, you can enter this state for 10 minutes. For the duration, you are immune to fire damage and resistant to bludgeoning, piercing and slashing damage, your swimming speed is doubled, you do not provoke attacks of opportunity, and you can move through any enemy’s space but can’t willingly end your move there.
Additionally, you can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Call to the Waves
By 18th level, your connection to the sea is so strong that no matter where you are, if you call to it, it will come. You learn the Tsunami spell, and it doesn't count against the number of spells you know.
Additionally, when you cast any spell of 1st level or higher from your Oceanic Magic feature or this feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. You can spend additional sorcery points to cast the spell as if you had expended a higher level spell slot, at a cost of 2 additional sorcery points per spell level.
Spells
Aqua Jet
2nd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bottle or flask of water)
- Duration: Instantaneous
You unleash a torrent of water at a creature within range. The target must make a Strength saving throw. On a failed save, it takes 3d10 bludgeoning damage and is pushed up to 30 feet away from you in a straight line. On a successful save, the target takes half as much damage and isn't moved.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's damage increases by 1d10 for each slot level above 2nd.
Classes: Druid, Sorcerer, Wizard
Geyser
5th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a droplet of water)
- Duration: Instantaneous
Reaching into the earth, you cause water to well up and explode into the air at a point within range. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save and is lifted to the top of the geyser. Any creature lifted into the air by this spell falls prone in the nearest unoccupied space at the end of the current turn. A creature that succeeds on its saving throw takes half as much damage and is not knocked into the air.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell's height increases by 10 feet for each slot level above 5th.
Classes: Druid, Sorcerer, Wizard