Sea
Sorcerer Class
Soul of the Sea
Your tie to the sea within your soul has altered your body. At 1st level, you gain the features detailed below:
- You are resistant to cold damage.
- You gain a swimming speed equal to your walking speed, and you can breathe both air and water.
- You learn the shape water cantrip, which does not count towards your number of cantrips known.
Curse of the Sea
At 1st level, you learn the secret of infusing your spells with a watery curse. 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 the end of your next turn or until you curse a different creature with this feature.
Once per turn when you cast a sorcerer spell, you can trigger the curse if that spell deals cold, lightning, or thunder damage to the cursed target. Doing so, subjects the target to the appropriate additional effect below:
Cold Damage. The target is covered in frost and it’s speed is also reduced by 5 feet until the end of its next turn. If the spell already reduces the target's speed, then it is an additional 5 feet speed reduction.
Lightning Damage. The target is wracked by lightning, and takes additional lightning damage equal to your Charisma modifier.
Thunder Damage. The target is smacked by a wall of force, and moved 10 feet away from you and knocked prone.
Watery Defense
Beginning at 6th level, you can temporarily take on a watery form to avoid harm. As a reaction when you are hit by an attack, you can spend 2 sorcery points to give yourself resistance to any bludgeoning, piercing, or slashing damage from the attack and move up to your speed without provoking opportunity attacks.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all uses when you finish a long rest.
Misty Shroud
Starting at 14th level, you can summon a wispy fog to protect you. When you cast a spell of 1st level or higher, deals cold, lightning, or thunder damage, a light fog appears around you. The fog heavy obscures the area within a 10 foot radius centered on you, until the beginning of your next turn. This fog leaves a sodden rime on each creature within it, giving them disadvantage on their first attack against you. This rime fades as soon as they leave the area of the fog ending it’s effects.
Watery Soul
Your watery soul has become a great sea, making you more elemental than mortal. Starting at 18th level, you don't need to eat, drink, or sleep, and you are resistance to cold, lightning, and thunder damage.
Also, as long as you are not incapacitated, when you are hit by an attack that is a critical hit, you can absorb the blow like flowing water, turning a critical hit into a normal hit.