Sorcerer

Tideborn Origin

"It's an unthinking force. Primordial, relentless, enduring. But make no mistake, the ocean has a voice, and it calls."

Tabai Kol -- Seer of the Sundered Strands

A lineage tethered to the deepest of depths, you trace your powers back to the heartbeat of the ocean. Perhaps your ancestor was born below the waves and ascended in search of the world above, or perhaps they were the survivor of a shipwreck, having struck a bargain with one of the great beasts below the disappearing light. Perhaps even you, yourself, were born amidst the aftermath of a devastating tsunami, your feet treading water long before they touched the ground.

Tideborn feel the push and pull of the ocean much akin to their own heartbeat. They understand the incessant, relentless rhythm of their ancestry unlike any other. They may venture inland in search of fame, glory, or an escape from their coastal calling, but conscious or not, they will eventually respond to the pull of a homebound tide.

Many tideborn do heed the call of their birth, their inherent connection to the rhythm of the ocean and its tributaries make them great fishermen, sailors, and navigators. Others may utilise their talents in different ways, and their intuitive sense of rhythm leads some to follow the life of an artist often becoming talented dancers and musicians.

Tideborn Quirks

d6 Quirk
1 Small bodies of water swirl around your feet as you pass them.
2 You constantly sway side to side with an unnervingly precise rhythm.
3 You hover ever so slightly under a full moon.
4 You experience bouts of fatigue that keep time with an outward tide.
5 You feel at home in bodies of water, and develop motion sickness on dry land.
6 You often feel uncomfortable around static bodies of water, splashing them to create movement.

Follow The Tide

Starting at 1st level, you are inherently attuned to the nature of any flowing body of water.

While touching water, you can identify the direction and strength of any tides or currents within a 120 foot radius. Additionally, you gain a swimming speed equal to your walking speed and can breath underwater.

Your blood is infused with the magic of elemental water. You can speak, read, and write Aquan. This allows you to understand and be understood by those that speak Primordial and it's dialects: Auran, Ignan, and Terran.

Ebb And Flow

Starting at 1st level, your body moves in time with the rhythm of the tides, allowing you to imbue your magic with powerful momentum.

Whenever you cast a spell of 1st-level or higher that successfully affects or damages a creature other than yourself, you gain advantage on your next attack roll made against a different creature. This advantage lasts until the end of your next turn. If the attack hits and the target is Large or smaller, you can choose to knock them up to 10 feet away from you. This distance increases by 5 feet at your 6th and 11th level in this class.

Once you have used this feature to gain advantage on an attack roll, you cannot use it again until your next turn.

Water Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Water Magic table. The spells count as sorcerer spells for you, and don’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 evocation spell from the sorcerer, warlock, or wizard spell list.

Water Magic

Sorcerer Level Spells
1st Armor of Agathys, Ice Knife
3rd Misty Step, Pulse Wave
5th Tidal Wave, Wall of Water
7th Control Water,Summon Elemental (Water only)
9th Cone of Cold, Maelstrom

Cascading Torrent

Starting at 6th level, your attunement with the tide improves and your command over its unrelenting force increases. Whenever you displace a creature against its will using a sorcerer spell or effect, that creature takes 1d8 cold damage for every 10 feet it is moved (up to a maximum of 3d8), as a torrent of water bombards it along its trajectory.

Additionally, whenever you displace a creature against its will, you can spend 1 sorcery point to do so in any horizontal direction of your choosing.

Riptide Core

Starting at 14th level, you can temporarily channel your own tidal force. As an action, you create a swirling mass of water that violently circles around you in a 30 foot radius for 1 minute. This area is considered magical difficult terrain. Any creature that starts it’s turn in the area must succeed on a Strength saving throw, on a failure you can force the tides to carry them up to 30 feet in any direction within the area of effect.

This effect last for 1 minute, and cannot be used again until you complete a long rest.

King Tide

At 18th level, you exist in pure harmony with your aquatic heritage, The tides will answer your call no matter where you may be. You can cast control water at will, and whenever you do so you can create a 100 foot sphere of water with which to manipulate the spell. This water disappears when the spell ends.

Modified from the original by Locreian