Sorcerous Origin: Hydromancer

Your soul is imbued with the power of elemental water, and your magical gifts manifest themselves through the control and manipulation of it. Such a bloodline might be the result of arcane experimentation or by contact with a genie or other elemental being. Regardless, hydromancers have great power over water and are the envy of any seagoing vessel or coastal village that can afford to employ one.

Hydromancy

The arcane magic you command is infused with elemental water. You can speak, read, and write Aquan. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.

Hydromancer Sorcerer Bonus Spells

Sorcerer Level Spells 1st Create or destroy water, shield 3rd Mirror image, misty step 5th Water breathing, water walk 7th Control water, freedom of movement 9th *Conjure elemental**

*Unless you gain this spell from another source, you can summon only water elementals with it.

Steam Magic

Rather than calling on elemental fire, you have learned to superheat water vapor in its place to perform the same effect. Starting at 1st level, any spell you cast that normally deals fire damage manifests as boiling steam rather than flames. Creatures struck by your fire spells underwater do not receive resistance against the damage dealt by them.

Aquatic Affinity

You are blessed with a supernatural affinity to water and feel completely at home in it. At 1st level, you gain a swim speed equal to your base walking speed. You may breathe water for a number of hours per day equal to your sorcerer level.

Liquid Body

Your body takes on a rippling, liquid quality that makes you as hard to damage and hold onto as water. Starting at 6th level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. You have advantage on saving throws made to resist being knocked prone or restrained and have advantage on ability checks made to resist and escape grapples.

Echolocation

Your exposure to the depths has earned you a sixth sense, allowing you to "see" with tiny sound pulses just as dolphins and whales do. Starting at 6th level, you gain blindsight out to 60 feet.

Pressure Sphere

Your command of water allows you to rapidly condense and expand water or vapor around you into a crushing sphere of pressure. Starting at 14th level, as an action, you create a sphere of water pressure centered on yourself with a radius of 10 feet. Any creatures you choose in the sphere take bludgeoning damage equal to half your sorcerer level and must make a Strength saving throw with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, affected creatures are pushed 10 feet in a straight line away from you and fall prone. You must complete a short or long rest before using this ability again.

Mist Form

Your power over water is so great that you can become a bank of mist at will. Starting at 18th level, as a bonus action you assume a misty, vaporous form. You are affected as if by a gaseous form spell, but with an unlimited duration. You may revert to your normal form as a bonus action. If you drop to 0 hit points while in mist form, you revert to your normal form.

As an action, you may grant your mist form to other creatures within 30 feet. Each creature affected costs one sorcery point. Affected creatures retain the mist form for up to one hour and may end the effect and revert to their normal form as a bonus action. If reduced to 0 hit points, affected creatures immediately revert to their normal form.