Ocean Heritage

Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.

Ocean Origin Spells

Sorcerer Level Spell 1st create or destroy water 3rd moonbeam 5th tidal wave 7th watery sphere 9th maelstrom 11th globe of invulnerability

The Ocean Origin Spells are for use with u/SwordMeow's Tweaked Sorcerer, which is linked in the credit section. If you plan to play the PHB sorcerer, ignore the Ocean Origin Spells.

Soul of the Sea

At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. You're also naturally adapted to frigid water, as described in chapter 5 of the Dungeon Master's Guide.

Drench

Starting when you choose this origin at 1st level, your mere spells can soak their target in water. When a creature fails a saving throw against a spell of 1st level or higher that you cast, you can use a bonus action to have one creature that failed the saving throw have its speed halved until the beginning of your next turn.

Scald and Sleet

At 6th level, you can manipulate water to further harm your foes. Whenever a creature would become affected by Drench, you can spend 2 sorcery points to choose one of the following additional effects:

Scald. The water becomes scalding hot as it drenches the creature, who takes an additional 2d8 fire damage.

Sleet. The water freezes on contact, the creature's speed is reduced by 10 feet, and they cannot use reactions until the beginning of your next turn.

Home at Sea

Also at 6th level, your attunement to the sea allows you to navigate it with ease. When you make an ability check with a vehicle (water), you can do so with advantage. Additionally, while at sea, you have advantage on any Wisdom (Survival) checks you make relating to the sea.

Shifting Form

Starting at 14th level, you gain the ability to enter a liquid state while moving.

When you move on your turn, you only take half damage from opportunity attacks, and you can move through an creature's space but cannot willingly end your turn there.

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space that is smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Into the Roil

Starting at 18th level, you can call the ocean to propel a creature into the air. As an action on your turn, you can spend 5 sorcery points to begin creating a waterspout at a point within 60 feet of you. You create a 20-foot-radius sphere of churning water. Creatures inside the sphere at the time of its creation must make a Strength saving throw or become affected by the Drench feature.

At the beginning of your next turn, all creatures inside of the sphere must make a Strength saving throw as the churning water shoots skyward. On a failed save, a creature is thrown 100 feet into the air, and is thrown half as far on a successful save. If a creature impacts with a solid object as it is thrown upwards, calculate the damage it takes as if it was taking fall damage.

Credits Created by u/Rain-Junkie. More of my work can be found here.

u/SwordMeow for his Tweaked Sorcerer.

Link to artwork can be found here.

Made using Homebrewery.

Special thank you to the Discord of Many Things for all their help!