The ocean of magic in your blood can manifest in a
number of peculiar ways:
1d6 |
Drowned Quirks |
1 |
You always appear as if you are underwater, hair blowing in some unseen current |
2 |
You have gills or heavily webbed extremities |
3 |
You are surrounded by a shoal of etheral fish that like to play with you |
4 |
People standing near you can hear the crash of the sea in the distance |
5 |
You always smell of salt and sea spray |
6 |
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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