Aqua, The Gift Of Water. Image

The power to harness the waves, rivers, and rain that births from the restless sky. Bestowed to those by the Goddess, Tethys, one must be born near a body of water like the ocean or a river. Those who have Aqua are seen as trustworthy individuals, who find comfort in their accomplishments that benefit society, and are eager to prove their worth to those in authority.

As an Aqua, you can control the water around you or manifest it from thin air. As a Halfite of Aqua, you can only control water if it is around you within your line of sight, which adds limitations to spells that require water to be present.

Elemental Color: Ultramarine.

Spellcasting Focus: a sapphire crystal encased in a gold shell, with an added chain.

Godly Ability: Water-Breathing. Those born with this gift are able to breathe underwater limitlessly, and move with the waves as if they were one in the same.

Waves of Tethys: With every attack, whether melee or spell, you give an added 1d6 acid damage. This die increases by 2 every 3rd, 6th, 9th, 12th, 15th, and 18th level.

Spells: You have a pool of points known as an Aqua Tear; the number is equivalent to your spellcasting ability modifier + Arcana. If you don't have a spellcasting ability modifier, use your Wisdom. 

You can use an Aqua Tear to cast spells without expending a spell slot. Aqua Tears are replenished by leaving an offering by a river, lakebed, or beach to Tethys.

You can only cast up to the spell slot level that you know and have access to, for example, you cannot cast a 9th Level spell if you do not have access to 9th Level spells. This does not apply to Cantrips. If you do not use spells/are not a caster you only have access to Cantrips. Halfites of Tethys can only use these spells if water is present within range.

The following list of spells peer into what you may learn and come across during your time as a Child of Tethys. You are granted four spells of each level, until 9th where you will be granted one spell. You may use an Aqua Tear to cast any of these spells, if you meet the prior prerequisites. 

  • Cantrips: Shape Water, Acid Splash, Chill Touch, and Poison Spray.
  • 1st Level: Acid Stream, Create or Destroy Water, Absorb Elements, and Fog Cloud.
  • 2nd Level: Blur, Misty Step, Melf's Acid Arrow, and Alter Self.
  • 3rd Level: Tidal Wave, Water Walk, Water Breathing, and Wall of Water.
  • 4th Level: Control Water, Watery Sphere, Conjure Minor Elemental (Water), and Elemental Bane (Water). 
  • 5th Level: Negative Energy Flood, Maelstrom, Conjure Elemental (Water), and Telekinesis.
  • 6th Level: Globe of Invulnerability, Guards and Wards, Transport via Plants, and Druid Grove.
  • 7th Level: Conjure Celestial, Sequester, Prismatic Spray (Blue), and Dream of the Blue Veil.
  • 8th Level: Tsunami, Control Weather, Maze, and Mind Blank. 
  • 9th Level: Tethys' Love.

Fighting Styles: If you are not a caster, but are recognized as a Child of Tethys, an Aqua, you still have the Gift of Water flowing through your veins that may aid you in combat. There are 3 main styles that Tethytes teach their prodigies, Tao, Shei, and Fuen. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Tao: Tao refers to the ancient Sevillian script "to support." If water is within your vicinity, you can use your bonus action to form the water into a sphere and fling it at nearby target, also within range. While this does not inflict damage, it gives any ally near the target an opportunity attack, equivalent of an extra turn per round of combat. Their turn will take place immediately after yours.

Shei: Shei refers to the ancient Sevillian script "of great balance." When concentrating your focus on a single target, any surrounding water gives you a +2 bonus to AC, and you are invulnerable to acid once you step foot into its radius. Any attacks you make using the water around you gives an added +3 to damage. However, you are vulnerable to all elemental damage types, and lose this ability if you step foot out of water. Being drenched, soaked, or dousing yourself with water from a bottle, waterskin, or any other magical means does not initiate this features effects. 

Fuen: Fuen refers to the ancient Sevillian script "vast, deep." As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +2 bonus to your AC. If you are surrounded by water more than 30 meters deep, you are able to use a lesser form of Tidal Wave. 

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 2d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

 

Aqua, The Gift Of Water. Image

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