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Drowned

The ocean of magic in your blood can manifest in a number of peculiar ways:
1d6  Drowned Quirks
You always appear as if you are underwater, hair blowing in some unseen current
You have gills or heavily webbed extremities
You are surrounded by a shoal of etheral fish that like to play with you
People standing near you can hear the crash of the sea in the distance
You always smell of salt and sea spray
You can see perfectly underwater, but your eyelids blink sideways

Deadman floats

At 1st level, your bloodline grants you the ability to cast water walk at-will targeting only yourself, and you no longer need to breathe.

Drowned magic

You learn additional spells when you reach certain levels in this class, as shown on the Drowned 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.
Sorcerer Level Drowned Spells
1st  fog cloud, create/destroy water
3rd  misty step, silence
5th  tidal wave, wall of water
7th  control water, watery sphere
9th  maelstrom, commune with nature

Minnows

Starting at second level, your sorcery points gather around you, forming watery shapes of your choosing that orbit your body. These minnows increase and decrease in number commensurate to your current number of available sorcery points.

Fluvial Orb

Starting at 6th level, you can spend a sorcery point to surround yourself and others in a watery sphere of protection. This sphere expands outwards from you in a 10 foot radius and remains centered on you for 1 minute or until you end concentration on this effect. Arrows, bolts, and other ordinary projectiles launched at targets inside the sphere automatically miss as the projectile slows to a crawl. The sphere hedges out fog, smoke and other gases. Creatures inside the sphere are considered to be fully underwater for all intents and purposes.

Final Breath

Starting at 14th level, can raise your hand as a bonus action towards a medium or smaller living creature within 30 feet, and that creature must succeed on a Constitution saving throw or begin to drown as you fill invade their lungs with water. Whilst affected by this ability, the target cannot speak or breathe, and their speed is halved. This ability ends if the target is ever more than 90 feet away from you, and cannot affect a creature which does not need to breathe or which can breathe underwater. At the end of each minute an affected creature can attempt another saving throw against this effect. You must finish a short rest before using this ability again.

Relentless Flood

Starting at 18th level, you can cast the control water spell at-will.

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