Waterborn

A Sorcerous Origin from the Plane of Aquos with a swim speed, cold resistance, automatic escape from grapples, a pushing current and a flood zone.

Identity

The Waterborn is the Sorcerous Origin from the Plane of Aquos, the plane every fluid thing comes from. Waterborn give ground easily and are almost impossible to stop. Aesir tidal houses bear the line openly and formally, and Draugr sea-realms bear it and do not discuss the terms.

Features

  • L3 Flow of Aquos

    You have a swim speed equal to your walking speed, you can breathe underwater, and you have resistance to cold damage. You know the Siphon cantrip, and it does not count against your cantrips known.

  • L7 Slippery

    You automatically escape a grapple or the Restrained condition at the start of your turn. You can move through a space as narrow as 1 inch without squeezing, though anything you carry cannot.

  • L11 Current

    As a bonus action, you can spend 2 Spell Points to send a current at one creature within 30 feet. It takes cold damage equal to your Sorcerer level and must succeed on a Strength saving throw against your spell save DC or be pushed 15 feet and knocked Prone.

  • L15 Form of Aquos

    As a bonus action, you can spend 5 Spell Points to become fluid for 1 minute. You have resistance to all nonmagical damage, you can move through creatures' spaces freely, and your spell attacks deal an extra 1d8 cold damage.

  • L18 Flood Capstone

    Once per long rest, as an action, you can flood a 30-foot radius for 1 minute. The area is difficult terrain for creatures hostile to you, and not for you or your allies. Hostile creatures that start their turn there take 3d8 cold damage. You can move any creature in the area 10 feet as part of your turn if it fails a Strength saving throw against your spell save DC.