Sorcerer - Deep Bloodline

Storm be with you! Fál talah fàdh jallat fàr!-Torina MacEoin.
All sorcerers are born with innate power, and for some, this power is of the tempestuous sea, and owes itself to those horrors that lie beneath. Whether your grandfather was blessed or cursed by a kraken, or perhaps your mother birthed you on a ship during a fierce magic storm, your blood runs with the magic of the deep sea.
=== Child of Water ===
At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. In addition, you can read, write and speak Aquan, and have advantage on Survival and Perception checks whilst at sea, or underwater.
=== Deep Sea Magic ===
Starting at 1st level, you learn additional spells when you reach a certain level in this class, as shown in the Deep Sea Spells table. These count as sorcerer spells for you but don't count against the number of sorcerer spells you know.
=== Deep Sea Spells ===
Sorcerer Level	Spells
1st 	absorb elements, create or destroy water
3rd 	darkness, warding wind
5th 	call lightning, tidal wave
7th 	control water, evard's black tentacles
9th 	control winds, maelstrom
=== Storm and Spray ===
Beginning at 6th level, your mastery over the sea and the storms within has grown. You gain resistance to lightning and thunder damage.
=== Brewing Tempest ===
Also at 6th level, you gain slight control over the weather. You may expend a number of sorcery points to summon a storm: 1 points for heavy rain or 2 points for heavy rain plus thunder and lightning. The conditions take 10 minutes to appear, and last for a number of hours equal to half your Charisma modifier before dissipating. You cannot control this storm without the use of another spell, however.
=== Part the Waves ===
At 14th level, the waters you summon part at your will. You automatically succeed on saves against water or lightning based spells you cast, and you instead take no damage from succeeding your save if you otherwise would take half. All magic and nonmagic water effects can't move you against your will, nor can they reduce your movement speed unless you allow them to. You ignore difficult terrain caused by water and magical weather.
=== Static Soul ===
By 18th level, your powers over the storm are awe-inspiring. You may attempt to cause your spells to arc between enemies. When you cast a spell of 1st level or higher that deals lightning damage, you may expend 1 sorcery point to choose another creature within 15 feet of a creature damaged by the spell. That creature takes lightning damage equal to your sorcerer level. You can only use this feature once per turn.
Category:Classes