Thalassic Bloodline (5e Subclass)

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Your magic derives from the Plane of Elemental Water. Perhaps you were born during a flood or on the ocean near a Rift of Aquaza. Maybe marid blood flows through your veins. Watery magic permeates your soul.

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Tideborn

At level 1, add Primordial and Aquan to your list of known languages.


Origin Spells

You add the following spells as Sorcerer spells to your known spells, and they not count against the limit you can know.

Thallasic Spells
Sorcerer Level Spells
1st create or destroy water, ice knife
3rd misty step, aqua jet [1]
5th tidal wave, wall of water
7th conjure minor elementals*, watery sphere
9th conjure elemental*, cone of cold

(*) can only summon water-type elementals

Aquatic Magic

At level 1, you are attuned to elemental water magic. You can breathe in water and gain a swimming speed equal to your walking speed. When casting a noncantrip spell on your turn, you may turn to vapor and teleport up to 10 feet away as a bonus action.

Heart of the Waters

At level 6, you cast a noncantrip spell that conjures water, ice, or vapor, you heal 1d4 + Charisma modifier HP per level of the spell cast.

Tidal Fury

At the 14th level, when you are struck by a melee attack by a creature that you can see, you can use your reaction to deal bludgeoning damage to the attacker equal to your sorcerer level. They must also make a Strength save DC or be pushed in a straight line 20 feet away.

Hydro Soul

At 18th level, you have resistance to cold and acid. Your swimming speed increases by a number of feet equal to 5*Your Charisma Modifier (minumum 5 feet). You also add your charisma modifier to the damage of spells and cantrips deal cold damage.


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