Sorcerer: 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.

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.

Sea Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Sea Magic table. 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 druid, sorcerer, or wizard spell list.

Table: Sea Magic

Sorcerer LevelSpells
1stcreate or destroy water, thunderwave
3rddust devil, snowball swarm
5thcall lightning, spirit shroud
7thcontrol water, freedom of movement
9thcone of cold, maelstrom

Soul 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.

Curse of the Sea

When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. You learn one of the following cantrips of your choice: frostbite, jolt, ray of frost, shocking grasp, or thorn whip. When you finish a long rest, you can swap the cantrip you chose with another option from the list.

When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until for 1 minute. You can maintain a number of curses on creatures equal to your proficiency bonus. If you curse another creature in this excess of this number, you must end the curse on an cursed creature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below:

Watery Defense

At 6th level, you gain resistance to fire and poison damage, and have advantage on saving throws against poison.

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 plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Shifting Form

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

You have resistance to damage from opportunity attacks, and you can move through any enemy's space, counting it as difficult terrain, but can't willingly end your move there.

On your turn, you can move through any space that is at least 3 inches 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.

Water Soul

Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits: