Hydromancer

Hydromancers are wizards who have learned to use both the water that covers the earth, as well as water that is contained in the basic element within many livings beings, and shape it to their will.   They have studied how to extract, utilise, and eliminate water within both creatures and plants, becoming dreaded foes and staunch adversaries as they wither and drown those who oppose them.   They are not only focussed on destruction, as they are able to return vigour and health to their allies.  

Hydromancers around the Azure Sea

Like all wizards and spellcasters, Hydromancers are extremely rarely encountered in the lands of The Azure Sea. The fears of the populace for the mysteries of The Weave mean they stay hidden for their own safety if little else.   They keep their secrets to themselves, passing down their knowledge only to trusted apprentices.   Only one Hydromancer is widely known of; the Alugach wizard Tamnaeth Sharalei, who caused great destruction on behalf of the Antarian Federation during The Great Pelagic War . What happened to her ship, the Geysis, and her legacy after the war remains unknown.  

Hydromancer Expanded Spell List

Level Spells
1st create or destroy water
3rd create food and water, water walk
5th maelstrom
8th tsunami
The Hydromancer is based on original work by Jonathon LeClare.
Hydromancer by Chase Stone
Class
Wizard

Hydromancer


Tome of Water. (Level 1+)
The spells in the table opposite are added to the wizard spell list for you.

Crashing Waves. (Level 2)
At 2nd level you are able to impart the force of waves into your spells. When you hit a creature with a spell attack, or when it fails a saving throw against a spell you cast, if that creature is huge or smaller, you may choose to push that creature 5 feet away from you.

Waters Vigour. (Level 6)
At 6th level, when you cast a Conjuration or Transmutation spell of 1st level or greater, all allies within 10 feet heal hit points equal to your intelligence modifier (minimum 1).

Aqueous Drain. (Level 10)
At 10th level you are able to extract water from a target to amplify your spells. When you cast a spell of 1st level or greater you can choose a single creature affected by the spell. If the chosen creature contains liquids, such as blood or sap, it has disadvantage on the initial saving throw. You can use this ability a number of times equal to your Intelligence modifier (minimum 1). You regain all uses after a long rest.

Tidewall. (Level 14)
When the Hydromancer reaches 14th level, they are able to surround themselves with a constant, crashing aura of water. As a reaction the Hydromancer can use the waves to push an attacker back. If the creature is larger, or smaller, and standing next to the Hydromancer, it is pushed back 5 feet, potentially causing the attack to miss. You can use this ability a number of times equal to your Intelligence modifier (minimum 1). You regain all uses after a long rest.


Cover image: Classes by Kazunori Aruga

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