Hydric Bloodline (5e Subclass)
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Your innate magic comes from draconic magic, not unlike those with the draconic bloodline, but rather than using the blood or essence of a dragon either you or your ancestors were given the powers of the hydra. Maybe an ancestor of yours entered a pact with an evil dragon but was tricked by the exact wording of the contract, and rather than give them dragonic powers the dragon gave your ancestor hydra powers. Or maybe you underwent a unique and powerful ritual to try to become a dragon, not knowing the scales you had collected were not from a dragon. However you came to possess this rare form of natural magic, it is now yours to command.
At 1st level, choose one of the following damage types: acid, cold, fire, lightning, or poison. The chosen damage type is your elemental affinity, a natural part of the world that you can more easily create and control with your spells.
Choose one 1st-level evocation spell from either the sorcerer's or wizard's spell list that can deal the damage type of your elemental affinity. You learn that spell, it doesn't count against the number of spells you can know, and if it was from the wizard's spell list it counts as a sorcerer spell for you. Each time you cast that spell, it must deal any amount of the same damage type as one of your elemental affinities. You learn another additional spell in this manner at 6th level, and again at 14th level and 18th level. Whenever you gain a level in this class, you can replace one of the Hydric Spells you know with another spell, following the same restrictions. Spells learned with this feature at higher levels can be of any level for which you have spell slots for.
Also at 1st level, you are capable of manifesting certain aspects of the hydra. As a bonus action on your turn, you can magically summon a spectral hydra head, originating from your neck. You choose on which side of your head the hydra head sits. When you summon the head, choose one of your elemental affinities. The head takes on an appearance appropriate to the affinity selected, such as glowing red or wreathed in flames for fire, or glowing yellow-green with smoke pouring from its parted jaws for poison. The head has an AC of 13 + your Dexterity modifier and hit points equal to twice your sorcerer level, immunity to its elemental affinity damage type, and it automatically succeeds on all saving throws. It disappears after one minute, if it drops to 0 hit points, or if you dismiss it (no action required). The maximum number of heads you can have summoned at once is equal to your Constitution modifier (a minimum of one).
Immediately after summoning the head, and on subsequent turns as a bonus action, you can make one melee weapon attack with the head as a bonus action. It has a reach of 5 feet, and a target takes 1d4 damage of the head's element if the attack hits. If you have more than one head, each one can make a separate attack with the same bonus action, choosing different targets with each attack. The damage increases to 1d6 at 6th level, 1d8 at 14th level, and to 1d10 at 18th level, and the reach of the head increases to 10 feet at 6th level, 15 feet at 14th level, and to 20 feet at 18th level.
You can use this feature a number of times equal to your sorcerer level. You regain expended uses of this feature when you finish a long rest. If you have no uses of this feature remaining and if you have any sorcery points, you can spend 1 sorcery point to use this feature. This cost increases by 1 with each head you summon in this way, and resets to 1 when you finish a long rest.
At 6th level, the hydra blood enhances your regenerative capacities. Whenever you summon a hydra head, you regain hit points equal to your Constitution modifier (a minimum of one). This increases to twice your Constitution modifier (a minimum of two) at 14th level.
In addition, you choose a second elemental affinity, allowing you to learn a wider variety of spells using your Hydric Spells feature.
Starting at 14th level, the hydra heads you summon become capable of casting spells as well using their own power. While you have a head summoned, you can use your bonus action to cast a 1st-level evocation spell with a casting time of 1 action from your sorcerer spell list without using somatic or material components, and the head fulfills any verbal requirement. The spell must deal the same damage type as the head's elemental affinity, and the spell cannot deal any other damage types. The spell treats the head as it's source. The head then shrivels and disappears.
If you have more than one head of the same affinity summoned, you can increase the level of spell cast by combining the power of the heads for that spell. This can be used to cast a low level spell at a higher level for increased effect, or to cast a high level spell. Each head used contributes towards 1 level of spell.
In addition, you choose a third elemental affinity, allowing you to learn a wider variety of spells using your Hydric Spells feature.
At 18th level, the draconic magics of your hydric infusion fully manifest. You choose a fourth elemental affinity, and then one damage type from the following: force, necrotic, radiant, or thunder. That becomes your fifth elemental affinity, and you learn any one spell from any spell list that deals any amount of the chosen damage type, as with your Hydric Spells feature. This spell is in addition to one given at this level by that feature. In addition, any time you would regain one or more hit points, you regain an extra 2 hit points.