Fighter
Base Class: Fighter

With the power of the greatest element bestowed upon you by the mighty primordial lords, you will rise to the occasion in whatever aspect you choose. Water is the ultimate tool. So versatile, so powerful, so tranquil, so violent: No one can truly understand it fully. Use your connection to the water primordials. Fill yourself with the lifeblood of this great element and use the gifts bestowed to change the world as water changes.

Water Manipulation

Water Combat: Water flows with you, in you, and around you. You can use this water to create magical mage hands and fists. When you use your action to attack, you can instead let one of your extremities attack. You can have a number of these hands equal to you (1+ your Constitution modifier). These mage extremities can move freely and exist at all times. They can hold weapons and magic items, pick up anything you have the strength to lift, and have a movement/ flying speed of 30ft. The extremities have 1 hitpoint, cannot be targets by spells, and can be resummoned as a bonus action if destroyed. If an extremity ends it turn more than 30ft away from you it evaporates into water vapor. 

Waterbending: Along with these water extremities, you can also freely manipulate large amounts of water. You learn the shape water cantrip, but the amount of water you can manipulate is doubled. This water unlike the cantrip normally, can be used to harm and inflict damage. 

Water Extraction: You have learned to pull water from anything that contains it, such as trees or flowers, etc.. You can not pull water out of living creatures.

Additionally, you gain a swimming speed of 60ft, and can breathe underwater. 

 

Lunar Healing

Once day your body produces a bottle of magical healing water blessed by lunar magic. This bottle heals wounds as would a healing potion but can be far more potent. 

You can drink from the bottle as bonus action, while administering it to others requires an action. 

One use of this water heals hitpoints equal to your (fighter level + your Constitution modifier).

The bottle has a number of uses equal to (1+ your proficiency bonus). All uses refill at dawn.

You or someone you're administering the bottle too can drink up to 3 uses of the bottle at a time.

Additionally you may use water in general to fix small repairs. You learn the mending cantrip but it only takes an action to cast. 

Down to the Depths

At 7th level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 30-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 3d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Frozen Spirit

Starting at 10th level, when you hit an enemy with an attack from a water extremity or your tentacle you can choose to grapple with them with icey claws. They may attempt to escape on their turn as a bonus action (Strength Saving Throw DC 15).

You may do this a number of times equal to your proficiency bonus.

 

Rapid Water Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Blood Bending

Starting at 18th level,  you learn to manipulate the water inside the blood of a creature. This does not work on a target without blood. You raise your hand toward up to 2 enemies within 60ft. The target's must make a Constitution saving throw at disadvantage (DC 20). On a failure, they are under your complete control for 1 minute. On a success they are not controlled, but take 4d8 necrotic damage as water is pulled from their body. Controlled targets can attempt to break free at the end of each of their turns.

Once you use this feature, you can’t use it again until you finish a long rest.

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