Whether by birth, ritual, or accident, you are infused with powers from the elemental plane of water. Magic comes to you easily, and you have greater control over elemental water than any other.
Level 1
Water Savant: Extra Spells Known
When you reach certain levels as a sorcerer, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of sorcerer spells you know.
Water Savant: Empowered Cantrips
You learn the Acid Splash and Ray of Frost cantrips. When you cast Acid Splash, it uses a d8 die instead of a d6. When you cast Ray of Frost, it uses a d10 die for damage instead of a d8. For example, at level 5, your Acid Splash cantrip deals 2d8 acid damage.
| Sorcerer Level | Extra Spells |
|---|---|
| 1 | Gentle Current |
| 3 | Crushing Wave |
| 5 | Touch of Corrosion |
| 7 | Ice Storm |
| 9 | Cone of Cold |
Level 3
Water Savant: Relentless Tides
Once Per Turn – 1 Creature – 1 Minute – Magical
When you deal damage with a spell that deals cold or acid damage, you can choose one affected creature who took full damage from the spell to suffer lingering damage.
Debuff
- For 1 minute or until you become incapacitated, the target takes 1d6 cold or acid damage at the end of each of their turns.
Level 6
Water Savant: Elemental Infusion
No Action Cost – 1 Sorcery Point – Magical
Trigger: You cast a spell that deals damage that isn’t necrotic, poison, or psychic damage.
- You infuse the spell with your elemental power, causing it to deal either acid or cold damage instead of the type(s) of damage it dealt before.
Water Savant: Aquan Speech
You learn the primordial language. You can read and write primordial and understand all spoken dialects of primordial. You can also use minor elemental magics to speak like a water elemental.
You can move water rapidly through the air, recreating the rushing and bubbling sounds a water elemental makes to speak the Aquan dialect of primordial.
Level 10
Water Savant: Ascendant Water
Your spells that deal acid or cold damage ignore acid or cold resistance and treat acid or cold immunity as resistance. Your spells also ignore the effects of a creature’s ‘acid absorption’ or ‘cold absorption’ ability.
When you deal acid or cold damage to a creature that is normally resistant, your magic twists their defenses against them. When you deal acid or cold damage to a creature that is normally immune, you twist your magic to overwhelm their defenses. In the case of some magical creatures like elementals, you control and disperse their elemental essence.
Level 14
Water Savant: Water Elemental Form
You transform into an hybrid humanoid and water elemental form, your flesh transforming into a semisolid flowing form, with ice crystals or bubbles throughout.
Bonus Action – Self – 10 Minutes – 3 Sorcery Points – Magical
You choose whether your equipment falls to the ground in your space, merges into your new form, or if you continue to visibly wear it.
- You have a swim speed of 90 ft.
- You are immune to acid damage and resistant to fire damage.
- You are immune to poison damage and the poisoned condition.
- You are immune to the grappled, petrified, and restrained conditions.
- You can squeeze through gaps as small as 1 inch wide.
- You no longer have normal bodily functions. You don’t breathe, can’t bleed, be magically aged, or otherwise do anything that relies on your normal biological functions.
You can revert to your normal form using a bonus action. You also revert to your normal form if you are reduced to 0 hit points.