Some sorcerers of this bloodline count Marids, Nereids, or other creatures from the Elemental Plane of Water among their ancestors, while others have been gifted with the power to control and become as water themselves. Many seem calm or reflective, but this can hide enormous depth of emotion below the surface.
Elemental Inheritance From 1st level, when you choose this bloodline, you can speak and understand Primordial language. In addition, you gain the Ray of frost cantrip. Rapid Circulation From 1st level, when you cast a spell of 1st level or higher, your bodily fluids circulate rapidly, restoring your vitality and speeding your reactions. You regain a number of lost hit points equal to 1d4 + the spell level you cast, and as a bonus action, you can move 5 feet from your location. This movement does not trigger attacks of opportunity. Bonus Spells The secrets of elemental water run in your blood and your magic. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Armour of Agathys, create and destroy water Sorcerer level 3rd: Blur, hold person Sorcerer level 5th: Water breathing, water walk Sorcerer level 7th: Control water, ice storm Sorcerer level 9th: Cone of cold, hold monster Assume Liquid Form From 6th level, you can transmute your form into liquid as a bonus action. Until the end of your next turn, you gain the following benefits:
Maelstrom Form From 14th level, you can transmute your own body into pure water. As an action, you can polymorph into a Water Elemental for up to 1 hour. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 5 sorcery points. Elemental Body From 18th level, your type changes to Elemental, and you have resistance to acid and cold damage. In addition, when you spend sorcery points to use a metamagic effect on a spell, you can also choose to change the damage type of the spell to cold, at no additional cost. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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