Amphibious. The Underwater Mage can breathe air and water.
Spellcasting. The Underwater Mage can cast the following Druid spells:
3rd level (3 slots): Conjure Animals*, Water Breathing, Water Walk
5th level (1 slot): Conjure Elemental**
*: Toads and crocodiles only
**: Water elementals only
Reverse Waves. As an action, the Underwater Mage can move the tide. If the tide was coming in, the Underwater Mage could make the tide go out instead of in.
Shield of Water. The Underwater Mage can use its action to create a shield of water around it that absorbs some of the damage it would take. 1d8 of all the damage it takes is taken away thanks to the water surrounding it. This action has no effect on thunder damage. This effect lasts 1d4 minutes or until the Underwater Mage uses a bonus action to dismiss the shield.
Spear. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) piercing damage or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Description
The Underwater Mage is a water-loving mage that is also a Merfolk.







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