Sorcerer
Base Class: Sorcerer

Hydromancer use the mighty power of the ocean.

Amphibious Nature

1st–level Hydromancer feature

You can breathe air and water, and you have a swimming speed equal to your walking speed.

In addition, you learn to speak, read, and write Aquan or one other language of your choice.

Bonus Proficiencies

1st–level Hydromancer feature

You gain proficiency with spears and tridents.

Healing Waters

1st–level Hydromancer feature

You become imbued with refreshing energy. You have a pool of healing energy represented by a number of d6s equal to your sorcerer level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your sorcerer level (rounded up) or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Hydromancer Spells

1st–level Hydromancer feature

You learn additional spells when you reach certain levels in this class, as shown on the Hydromancer Spells table. Each of these spells counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know.

Hydromancer Spells

Aqua Blast

6th–level Hydromancer feature

As an action, you can produce a jet of water 40 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 2d10 bludgeoning damage, and is pushed the full distance of this watery blast falling prone. On a successful save, a creature takes half damage and suffers no other effects.

You can use this feature a number of times equal to your Proficiency bonus, and you regain all expended uses when you complete a long rest.

  • When you reach 14th–level in this class, the jet of water increases by 10 feet in length, for a total of 50 feet long. Also, the bludgeoning damage increases by 1d10, for a total of 3d10.
  • When you reach 18th–level in this class, the jet of water increases by 20 feet in length, for a total of 60 feet long. Also, the bludgeoning damage increases by 2d10, for a total of 4d10.

Emissary of the Sea

14th–level Hydromancer feature

Aquatic creatures have an extraordinary affinity with you. You can communicate simple ideas with beasts and monstrosity that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Fluid Mind

14th–level Hydromancer feature

You have advantage on saving throws against being charmed or frightened.

In addition, you are immune to any effect that would sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.

Resist the Depths

18th–level Hydromancer feature

You gain resistance to cold, lightning, and thunder damage.

Hydromancer Image

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