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Talerand

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Sorcerous Origin - Drowned Soul

Lost to the abyss of the churning sea your bloodline is traced back to the ancient denizens of either the west marsh or the churning sea. As a descendant of the creatures who's magical capability allowed them to reside in some of the most dangerous places, your magical capabilities in turn reflect the adaptations they required to survive. 

Survivor of the Depths

 From 1st level, you gain an adaptation that would have helped your ancestors become more resilient to their choice of home. You gain a swim speed of 30 and you may pick one of the following adaptations.

  • Your skin gains scales or cartilaginous quality. You have an AC of 13+Dexterity Modifier
  • You grow gills that allow you to breathe water and cast spells with verbal components while submerged
  • Your skin becomes elastic and covered with small thorns. As a bonus action you may inflate yourself which grants you advantage on saving throws againstgrapple attempts made against you and causes creatures that hit you within 5' to take 1d4+prof points of piercing damage

Mindtoxin

At 6th level you are able to imbue your spells with the toxins of the marshes or depths by spending 2 sorcery points. Choose either psychic, poison, or acid when using this effect. The next time you deal damage with a spell or attack the targeted creature (singular) must make a Constitution saving throw equal to your spell saving throw or take an additional prof mod*1d4 damage of the associated type and become poisoned for 1 minute. Alternatively you may use a vial of poison as component of casting a spell that deals damage and consume it in the process to have the effects of the poison instead of your own, this still requires the use of the sorcery points. 

Oceans Step

At 14th level, you gain the ability to move through water as if part of it. As a bonus action you can teleport to a body of water no smaller than 5 feet within 120 feet. For the purposes of this effect ice and snow are considered water. 

Oceans Wrath

Starting at 18th level, your ties with the ocean peak. You may spend 6 sorcery points to create a 60' dome of water that surrounds you and anyone nearby. You gain all survivor of the depths adaptations during this time and as a bonus action may force one creature within 120' to roll a wisdom saving throw or teleport them somewhere within the sphere. This sphere lasts for 1 minute. 

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