Coral Magic (5e Subclass)
Coral Magic[edit]
Your innate magic comes from strange things which lurk deep below the surface. Perhaps your ancestors had relations with powerful sea creatures, or perhaps you almost drowned at a young age and had a very strange near-death experience. Whatever the case, the magic of the ocean suffuses your essence. Your magic probably marks you with a slightly odd coloration or skin texture.
- Underwater Affinity
Beginning at 1st level, you can swim faster than normal; swimming no longer costs you extra movement. Additionally, you have resistance to poison damage and advantage on saving throws against poison.
- Coral Armor
Beginning at 6th level, you can spend 3 sorcery points as an action to armor yourself in plates of coral. The coral armor has 30 hit points, plus 5 additional hit points for every 2 sorcerer levels you possess above 6. Whenever you take damage, the coral armor takes the damage instead. If the damage reduces the coral armor to 0 hit points, the coral armor is dispelled and you take any remaining damage. While you have these hit points, you have resistance to acid and fire damage, and any critical hit against you becomes a normal hit. Unless the coral armor is destroyed, it lasts for 1 hour. Once you use this feature, you can't use it again until you finish a long rest.
- Underwater Native
At 6th level, you gain a swim speed of 60 feet and the ability to breathe underwater.
- Toxic Spells
Starting at 14th level, you can infuse all spells you cast with a potent neurotoxin. when you cast a spell that deals damage, you can add 2d6 poison damage to the damage of the spell.
- Elemental Knight
Once you reach 18th level, you can spend 5 sorcery points as an action to summon a great water elemental in an unoccupied space within 10 feet of you. The elemental disappears when it drops to 0 hit points or 1 hour after you summon it, whichever comes first. The elemental is friendly to you and your companions. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. Once you use this feature, you can't use it again until you finish a long rest.
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