Combining survival skills, affinity for Vanir magic and no fear of the high seas, Wathes on the Path of Ægir feel more at home on water than on dry land. Whether serving as privateers, marines, pirates, whalers or ormr slayers, they are often the most valuable crew-members on board their vessel.
Path Spells
You learn certain spells at the Wathe levels noted in the table below. These spells count as Wathe spells for you, but they don't count against the total number of your spells known.
3rd: Fog Cloud
5th: Locate Object
9th: Water Breathing
13th: Watery Sphere
17th: Control Winds
Sea Legs
Starting at 3rd Level, you gain both a climb and a swim speed equal to your movement speed and you can hold your breath underwater for a number of minutes equal to 10+ your Constitution modifier.
Windswept
Your time at sea has made your body more resilient than most. At 7th level you gain resistance to cold damage. If you are already resistant to cold damage you instead gain resistance to your choice of either lightning or thunder damage.
You can also see twice as far as the average member of your race, and you have advantage on Wisdom (Perception) checks when you have a clear line of sight and skies are clear.
Deep Sea Diver
Upon reaching 11th level, you learn to move about the waters as if you were an aquatic creature. While you are under water, you can take the dash action as a bonus action, and you gain darkvision out to a 60-foot radius. If you already have darkvision from another feature its radius increases by 30 ft.
Wrath of the Waves
You bear the watery magic of the high seas whether on sea or land. Beginning at 11th level, when you hit a creature with a weapon attack, you strike them with watery magic. On hit, you either deal an additional 1d6 cold damage to the target, or force the creature to make a Strength saving throw. On a failed save, it is knocked back 10 feet in a straight line.
Creatures at least one size larger then you have advantage on their saving throw to resist being knocked back.
Watery Resilience
Starting at 15th level, when you are hit by an attack, you can use your reaction to temporarily take on a liquid watery form, gaining resistance to all damage from the attack. As part of the same reaction you can immediately move up to your full movement speed without provoking opportunity attacks.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of 1), and you regain all uses when you finish a long rest. If you have no uses left, you can spend a spell slot of 1st-level or higher to use this reaction.
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