hit dice:
D10
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
Level |
Spells Known |
2 |
Grease, Longstrider, Shield |
5 |
Acid Arrow, Hold Person, Misty Step |
9 |
Tidal Wave, Wall of Water |
15 |
Control Water, Watery Sphere |
19 |
Conjure Elemental (Water Only) |
class features:
subclass options:
Hydromancer
Starting at 2nd level, you gain the following features:
- You learn the Shape Water cantrip
- As an action, you can shoot out a small low-powered stream of water from your palm that shoots up to 10ft in front of you. A pint of water is created with this and the water is safe to drink. This can be done a number of times equal to your elementalist level and all uses recharge with a short or long rest.
Water Movement
At 7th level, you have become more accustomed to moving with and against water. Any type of difficult terrain related to water, such as puddles, no longer affect you. In addition, you gain a swim speed of 60ft. Finally, as a bonus action, you can grant yourself the ability to walk on water for 1 hour. Walking on water is treated like normal difficult terrain and this ability does not negate it.
Missile & Whip
Starting at 15th level, you've learned to make the most out of a little bit of water. As long as you have at least a pint of water on your person in some type of container, you can do one of the following:
- You can cause whips of water to come out of a container to strike an enemy. Make a ranged spell attack (30ft) against a creature. On a hit, the creature takes 5D8 magical bludgeoning damage. Each use uses up 1/2 a pint of water.
- You can cause darts of water to fly out of a container. Make 3 ranged spell attacks (60ft). Each hit deals 2D6 magical piercing damage. 3 shots use up a pint of water.
Flow with the Sea
At 18th level, your water manipulation has advanced to the point where you more or less become one with the water. You gain the following abilities:
- You have a swim speed of 120ft
- You can innately walk on water and whilst it's raining, your movement speed triples.
- If you take the dash action while on water and you run into someone after moving at least 15ft, the creature must make a strength save or be dealt 3D10 bludgeoning damage and be knocked back 15ft and prone. On a success, the creature takes 1/2 damage.