Thallasic 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.
At level 1, add Primordial and Aquan to your list of known languages.
You add the following spells as Sorcerer spells to your known spells, and they not count against the limit you can know.
|1st||create or destroy water, ice knife|
|3rd||misty step, aqua jet |
|5th||tidal wave, wall of water|
|7th||conjure minor elementals*, watery sphere|
|9th||conjure elemental*, cone of cold|
(*) can only summon water-type elementals
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.
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.
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.