5e SRD >Classes >Sorcerer >Sorcerous Origins >

Tidal Sorcerer

Your innate magic comes from the tides, and might be derived either from a connection to the sea itself, or to the moon that controls the tides. As a tidal sorcerer, you may find that your mood reflects the tides as well: when the tides are high, you may feel generous, boisterous, or overbearing; when they are low, you could become withdrawn, deceptive, or grasping. The sea holds an inescapable longing for you, especially if you are forced by circumstance to live inland.

Features
Sorcerer Level Feature
1st Born of the Shifting Tides, Call the Tides
6th Above or Below the Waves
14th Tides of Fortune
18th Soul of the Sea

Born of the Shifting Tides

When you choose this origin at 1st level, you gain a swimming speed equal to your walking speed, and proficiency in vehicles (water).

Starting at 2nd level, when you complete a short rest in or within sight of a large body of water (including while aboard a ship), regain 1d4-1 (minimum 1) sorcery points. Once you regain at least 1 sorcery point in this way, you can’t do so again until you complete a long rest.

Call the Tides

Starting at 3rd level, when you gain the Metamagic feature, you gain Call the Tides, an additional metamagic option.

When you cast a spell, you can spend 2 sorcery points to choose one of the effects below. These count against the number of Metamagic options you can use on a single spell.

  • High Tide. Creatures targeted by your spell must roll a Strength saving throw or be pushed 10 feet in a direction of your choice. Your allies can voluntarily fail this saving throw.
  • Flood Tide. Creatures targeted by your spell gain temporary hit points equal to your Charisma modifier + the level of the slot expended for 1 minute.
  • Ebb Tide. Creatures targeted by your spell take acid damage equal to your Charisma modifier or the level of the slot expended, whichever is greater, in addition to any damage the spell normally deals.
  • Low Tide. Creatures targeted by your spell can’t use reactions until the beginning of your next turn.

Above or Below the Waves

At 6th level, you learn water breathing and water walk, which don’t count against the number of sorcerer spells you know. You gain the ability to cast them as rituals as well. Additionally, when you expend a spell slot to cast them, you can do so as a reaction. Water breathing and water walk spells that you cast can’t be dispelled by anyone other than you.

Tides of Fortune

Starting at 14th level, when your roll on an attack roll, saving throw, or ability check is a natural 2, 3, 4, or 5, you can add 10 to the result.

Once you do so, you must finish a long rest before you use this feature again. You also regain the use of this feature each time you roll a natural 1 on an attack roll, saving throw, or ability check. The 1 must be the roll’s final result; for example, if you rolled a natural 1 and a natural 15 while you had advantage, you would not regain use of this feature.

Additionally, when you roll a d100, you can roll twice, learn the effects of both rolls, and choose whichever you prefer. Once you do so, you must finish a long rest before you use this feature again.

Soul of the Sea

Beginning at 18th level, your command over the tides of magic and the sea reaches new heights. When you cast a spell, you can use one Call the Tides option without paying its sorcery point cost, and it doesn’t count against the number of Metamagic options you can use on a single spell. Once you use this feature, you can’t use it again until you finish a short or long rest.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.