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Sorcerer

Aquan Soul

Those touched by the Elemental Plane of Water represent the triumvirate ideals of the Plane itself. These Sorcerers shape and command water. They know that water is a source of life and healing but is also a source of corrosion and mystery hidden under crushing depths.

Level Prepared Spells
3Fog Cloud, Invisibility, Pass Without Trace, Shape Water, Speak with Animals
5Tidal Wave, Wall of Water
7Control Water, Watery Sphere
9Conjure Elemental (Water), Hold Monster

Subclass Features

Lv 3

Origin Spells

Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Aquan Soul

You were born to be in the water. You can breathe water and speak Aquan. You have a Swimming speed equal to your movement speed and attack normally with non ranged melee weapons while under water.

Lv 6

Pressure Aura

You create an aura that feels like the depths of the ocean. Creatures other than you within 10 ft of you have their movement speed halved, creatures with a Flying speed fall within your aura and cannot fly.

Going with the Flow

The Elemental Plane of Water sings to your soul the importance of letting water move and flow. You can cast the Cantrip Shape Water as a bonus action.

Lv 14

Alkaline and Soft Water

When you manipulate water through a spell you can augment its corrosive or healing nature. When you cast a spell that manipulates water choose Alkaline or Soft water. The water deals Acid damage equal to your CHA modifier (Minimum 1) if you created Alkaline Water or heals the same amount of damage if you created Soft Water until the start of your next turn. A creature can only take one instance of this damage or healing per turn.

You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

Lv 18

Crushing Abyss

Creatures that enter or start their inside your Crushing Pressure Aura take Cold and Force damage equal to your CHA modifier (Minimum 1) a creature can only take one instance of this damage each turn. You can use your bonus action to make one creature take double the damage and reduce their movement speed to 0 ft as you increase the pressure.