Wizard
Base Class: Wizard

Hydromancers have learned to use both the water that covers the earth, as well as that contained within many living beings, shaping it at will. Their studies teach them how to extract, utilize and eliminate water within both creatures and plants, becoming dreaded foes as they both wither and drown those who oppose them. They are not solely focused on destruction though, they are able t invigorate their allies.

 

Expanded Spell List

Being a hydromancer lets choose from an expanded list of spells. The following spells are added to the wizard spell list for you

level

spell

1st

Create or destroy water

5th

Create food and water

5th

Water walk

9th

maelstrom

15

tsunami

 

 

Crashing Waves

At 2nd level, you are able to impart the force of waves into your spells. When you hit a huge or smaller creature with an attack from a spell of 1st level or higher, or when it fails a saving throw against a spell you cast, you may push it up to 5 feet away from you. 

One with Water

At 2nd level you gain a swim speed of 30 ft., and you become amphibious, able to breath both air and water. You don't suffer from the affects from the effects of the extreme temperatures or pressure of water. 

Inundation

At 6th level, you may use a bonus action to conjure a pool of water to surround you. This pool radiates out from you 30 feet in all directions and is 4 inches deep, and stays in place if you move. Once you use the ability, you may not use it again until you finish a short or long rest.

when you cast a conjuration or transmutation spell of 1st level or greater, you may animate the water around a friendly creature you choose within the pool, protecting them from harm. Until the end of your next turn or until the creature moves out of the pool, all ranged and melee attacks made against the chosen creature are made with disadvantage.

Tidewall

Starting at 10th level, you can use your pool of water more defensively, calling forth water to crash into opponents. your pool becomes difficult terrain for your enemies. When a enemy enters the pool for the first time, or moves within it, they must make a dexterity saving throw against your spell DC. if they fail, they are pushed 10 ft. in a direction you choose and are knocked prone.

Aqueous Mastery

At 14th level, you become one with your pool of water, and it now moves with you. Additionally, as a bonus action, you may teleport from any place within a body of water to any other place within 60 ft. and within the same body of water. You may also use your reaction, when any number of creatures in the pool are forced to make a dexterity saving throw against a spell or harmful effect, to grant any of them advantage on their saving throw.  

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