About this mod
Adds the Sea Sorcery subclass from Unearthed Arcana 28 - Sorcerer with my own tweaks
- Requirements
- Permissions and credits
- Changelogs
Details of the subclass
The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.
Level 1
Soul of the Sea - Your tie to the sea increases your movement speed by 3m while you are affected by Wet status.
Curse of the Sea - You learn the secret of infusing your spells with a watery curse. When a creature fails a saving throw against your spells or when you hit a creature with a spell or a cantrip, you can curse the target for 3 turns. You can use this feature once per turn. This increases to twice per turn at level 11.
You trigger the curse if you damage the cursed target with a spell or cantrip that deals cold, lightning or thunder damage then apply an effect based on the damage type taken and then remove the curse if you didn't use a cantrip to trigger the curse.
- Cold Damage: The target’s movement speed is reduced by 3m for 2 turns.
- Lightning Damage: The target takes additional lightning damage equal to your Charisma modifier plus your Sorcerer level divided by 3.
- Thunder Damage: The target has its armour class reduces by 3 for 2 turns.
Watery Defense - Gain resistance to fire damage.
You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an weapon or unarmed attack, you can reduce bludgeoning, piercing, or slashing damage taken by an amount equal to your sorcerer level plus your Charisma modifier until the start of your next turn and then on your next turn you gain 3m increased movement.
You can only use this reaction once until you finish a short or long rest. This increases to twice at level 11 and three times at level 15.
Shifting Form - You gain the ability to enter a liquid state while moving. Moving won't provoke Opportunity Attacks and you also gain the ability to reduce your size at will.
Water Soul - Your being is altered by the power of the sea. You gain the following benefits:
- Short rests restore all your spell slots and other resources as if taking a long rest.
- You have resistance to bludgeoning, piercing, and slashing damage.
- Attackers can't land Critical Hits on you.