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Sea

Sorcerer

Level 3: Sea Spells

When you reach a Sorcerer level specified in the Sea Spells table, you thereafter always have the listed spells prepared.  
Sorcerer LevelSpells
1stArmor of Agathys, Create or Destroy Water, Fog Cloud, Purify Food and Drink
3rdMisty Step, Moonbeam
5thThunder Step, Tidal Wave
7thControl Water, Summon Elemental (Water Only)
9thCone of Cold, Maelstrom
 

Level 3: Soul of the Sea

The power of the ocean has altered your body. You gain Resistance to Cold damage, a Swim Speed equal to your Speed, and the ability to breathe both air and water.   Additionally, once on each of your turns, when you deal Cold, Lightning, or Thunder damage to a creature with a Sorcerer spell, you can trigger one of the following effects based on the damage type dealt:   Cold. Frost clings to the target. Its Speed is reduced by 10 feet until the end of its next turn. If the triggering effect already reduces the target's Speed, reduce it by an additional 10 feet instead.   Lightning. The target is wracked with lightning and takes additional Lightning damage equal to your Charisma modifier.   Thunder. The target is battered by a crashing wave of force. It is pushed up to 10 feet directly away from you and knocked Prone.  

Level 6: Watery Defense

When you are hit by an attack, you can use your Reaction and expend 3 Sorcery Points to gain Resistance against all damage from the triggering attack. After the attack resolves, you can move up to your Speed without provoking Opportunity Attacks.  

Level 14: Misty Shroud

Whenever you cast a spell of 1st level or higher that deals Cold, Lightning, or Thunder damage, mist swirls around you until the start of your next turn. While this mist persists:
  • You are Heavily Obscured to hostile creatures that are more than 10 feet away from you.
  • Opportunity Attacks against you are made with Disadvantage.
  • The first attack roll made against you before the start of your next turn is made with Disadvantage.
 

Level 18: Living

As a Magic Action, you transform into a crashing wave and surge forward. Move up to 60 feet in a straight line without provoking Opportunity Attacks. During this movement, you can move through the spaces of other creatures.   Each creature of your choice in a line 60 feet long and 30 feet wide originating from you must make a Strength saving throw against your Sorcerer spell save DC. On a failed save, a creature takes Force damage equal to your Sorcerer level and is pushed up to 30 feet in the direction you traveled. On a successful save, it takes half as much damage and isn't pushed.   Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend 5 Sorcery Points to use it again.


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