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[edit]

The magic that you use is powered by the Elemental Plane of Water. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)


Origin Spells[edit]

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

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

*When you cast the spell in this way, you can only summon water elementals

Aquatic Magic[edit]

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[edit]

At level 6, you cast a noncantrip spell that conjures water, ice, or vapor, you regain hit points equal to 1d4 + your Charisma modifier per level of the spell cast.

Tidal Fury[edit]

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 saving throw against your sorcerer spell save DC or be pushed in a straight line 20 feet away.

Hydro Soul[edit]

At 18th level, you have resistance to cold and acid. Your swimming speed increases by a number of feet equal to 5 multiplied by 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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