Sorcerer
Base Class: Sorcerer

Tidemakers are Grisha of the Etherealki Order who can manipulate water. In the Second Army, they wear a blue kefta with pale blue embroidery. An ordinary Tidemaker can control currents, summon water or moisture from the air or a nearby source. It is shown that Tidemakers can change water into ice. 

When you take this path, all other Sorcerer spellcasting abilities are negated. The only spells you can use are spells provided by your Grisha abilities. Any Sorcerer abilities that correspond with spells, like metamagic, now apply only to Grisha ability-provided spells. 

Command Temperature of Water

When you choose this subclass at level one you may now expend an action at any time to cool the temperature of water up to the freezing point. Ice counts as water for all of the Tidemaker abilities. 

Small Science Points

When you choose this subclass at level 1 you start off with four Small Science points which can be used to manipulate some of your Grisha abilities. Small Science points are regained at the end of an encounter, or every ten turns

At level 4 you gain 4 more Small Science points. 

Small Science Points increase again at level 8 you gain 4 more Small Science points.

Small Science Points increase again at level 12, you gain 4 more Small Science points. 

Small Science Points increase again at level 16, you gain 6 more Small Science points

 

Command Water

When you choose this subclass at level 1 you may now, as an action on your turn,  draw water from any source. Once you have done so, you can move it in midair, spin it around, and shape it into things. If you have water under your command, you can spend one Small Science point to throw it away from you and cast Water Jet. 

Greater Command Water

Beginning at level 6 you gain the ability to, by expending one Small Science point and using an action, cast any of the following spells, as long as you have control of a source of water.

1. Watery Tentacles

2. Riptide

3. Frolicking Fountain

At level eight, you also gain the ability to cast Whirlpool by expending an action and two Small Science points. 

Command Ocean Vortex

At level 18 you gain the ability to spend ten Small Science points to cast a special spell. Outward from your body explodes a massive vortex of water, the size of a small tornado, a whirlpool disconnected from a body of water. You can move it freely, and it can demolish buildings and cause huge floods. Any human struck by it takes 5d8 bludgeoning damage and have to make a DC 14 Constitution saving throw every three rounds they are in the vortex keep from drowning. 

The Vortex lasts for two hours, or until you are knocked unconscious or killed. 

Command Water Clone

Beginning at level 14, you can spend three Small Science points in order to pull water from a source nearby and create a clone of a humanoid within eyeshot. The clone is an exact copy of them except it cannot cast spells, and it has 20 HP. The clone is made of water, so any effects that would do something to water in particular still affect the clone. The clone dissolves after twenty minutes of existing. 

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