Base Class: Wizard
This subclass comes from ABYSS. ABYSS is an aquatic compendium lovingly put together by the good people of the Haven Discord server. We homebrew for our own joy and to provide enjoyment to the readers.
As a member of the School of Hydromancy, you focus your study on magic that conjures and manipulates water. Though detractors of this school believe it to be an overly specialized area of study, hydromancy spells actually cover a wide selection of the eight traditional schools of magic. Hydromancers can use their spells to protect themselves and their allies, disperse and destroy their foes, or do many other tasks. Though members of this school are most often sought out by shipmasters or the lords of coastal settlements, they can be found working in an array of diverse occupations and in varied environments.
Hydromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that has the hydromancy tag into your spellbook is halved.
Optional: Adding the Hydromancy Tag
The DM can choose to give the hydromancy tag to the following spells:
Fog Cloud (hydromancy 240 feet)
Ice Knife* (hydromancy 120 feet)
Sleet Storm (hydromancy 300 feet)
Tidal Wave* (hydromancy 120 feet)
Wall of Ice (hydromancy 240 feet)
Wall of Water* (hydromancy 120 feet)
Watery Sphere* (hydromancy 180 feet)
*These spells can be found in Xanathar’s Guide to Everything.
Aqueous Magic
Watery Transposition
Starting at 6th level, when you cast a hydromancy spell of 1st level or higher and utilize the spell's hydromancy radius, you can choose to teleport to the point that you chose to cast the spell from. You teleport after the spell is cast.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Elemental Command
At 10th level, you add the conjure elemental spell to your spellbook if it is not there already. If the spell is already in your spellbook, you add a wizard spell of your choice with the hydromancy tag instead. You can cast conjure elemental without expending a spell slot. When you do so, you summon a water weird rather than one of the spell's normal options (the DM has the creature's game statistics). The water weird can be bound to one of the pools you create with your Aqueous Magic feature, or bound to a regular body of water.
Once you cast conjure elemental in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.
If you use conjure elemental to summon a water elemental or water weird, the spell has a casting time of 1 action, and the summoned creature disappears if your concentration is broken rather than becoming hostile to you.
One with the Waves
Starting at 14th level, the pools created with your Aqueous Magic feature become imbued with stronger magic. While you stand within one of these pools, you gain the following benefits:
- You gain a +2 bonus to your AC.
- You gain advantage on Constitution saving throws.
- You are aware of any hidden or invisible creatures that are also standing within a pool, regardless of distance.
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