The primal forces of the Elemental Plane of Water have suffused you with magic. This almost certainly manifests as more than just an affinity for water magic; it likely affects your personality and outlook on life.
Sorcerers of this origin are typically known for their intuition, patience, and ability to effortlessly adapt to situations. They tend to be accepting, insightful, and social, but can be overly passive or evasive.
Your sorcerous heritage ensures that you always have certain spells at the ready.
When you reach a Sorcerer level specified in the Elemental Water Magic Spells table, you thereafter always have the listed spells prepared. They are Sorcerer spells for you and do not count against your Prepared Spell limit.
If an Elemental Water Magic Spell requires you to choose an element when you cast it, you must choose Water.
Font Fueled. You can cast spells from this list at their lowest level without a spell slot or spell components other than costly materials, by spending Sorcery Points equal to the spell's level (cantrips cost 0 Sorcery Points).
| Sorcerer Level | Spells |
|---|---|
|
|
Aid, Calm Emotions, Create or Destroy Water, Fog Cloud, Ray of Frost |
|
|
Water Breathing, Water Walk |
|
|
Control Water, Summon Elemental |
|
|
Cone of Cold, Conjure Elemental |
You have an intuitive ability to speak and read Aquan. Additionally, the initial disposition of Water Elementals towards you is one category better than it normally would be, and they will not attack you unless their disposition changes to hostile. However, the initial disposition of Fire Elementals towards you is one category worse than it normally would be.
You have Advantage on Insight checks and Concentration saving throws. Additionally, you can spend a Sorcery Point to take the Dodge action as a Bonus Action during your turn.
You gain Immunity to Cold damage if you are already Resistant, otherwise you gain Resistance to Cold damage. If you do not have a swimming speed, you gain a swimming speed equal to your Speed. If you do have a swimming speed, it improves by 30 feet.
When you cast Summon Elemental and choose Water, the elemental appears with a number of Temporary Hit Points equal to your Sorcerer level plus your Charisma modifier, and uses your Proficiency Bonus instead of its own. Additionally, you can modify the spell so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.
You gain the creature type of Elemental (Water) in addition to your other creature types, and you suffer no ill effects from the environment of the Elemental Plane of Water. Additionally, you are Immune to Cold damage and Resistant to Bludgeoning damage. Finally, if you cannot breathe underwater you gain the ability to do so.