The user is able to pull moisture from the air and surrounding plant life to create water they can control at their will. The user is able to summon forth enough water to fit in a 25 foot cube and can control it up to 60 feet away. The user may use additional actions on subsequent turns to use the following effects:
• Current - You instantaneously move or otherwise change the flow of the water immediately around you as you direct a line 5 feet wide and 15 feet long. Any creatures in this line must succeed a Strength saving throw or be pushed back 10 feet. Creatures of Large size or Larger have advantage.
• Wave Control - You cause the water to form into simple shapes and animate at your direction. This can include platforms to stand on up to 15 feet high, giving you a movement speed equal to your swimming speed.
• Drown - You attempt to engulf creatures you can see within a sphere that has 5 foot radius sphere. The must succeed a Dexterity Saving throw or be considered Grappled and Restrained. At the start of each of their turns they can make the save to break free. If a creature would not be completely engulfed this action has disadvantage.
• Freeze - You freeze the water in a 10 foot cube. If a creature is within the water that you are freezing they must succeed a Constitution saving throw or take 2d6 cold damage and be considered paralyzed. The ice has 10 AC and 15 Hit Points. The water unfreezes in 1 hour.
Previous Versions
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8/22/2020 6:51:02 PM
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6
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Coming Soon
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