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.

Origin Spells[edit]

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

Thallasic Spells[edit]

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

(*) can only summon water-type 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 heal 1d4 + Charisma modifier HP 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 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*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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