Base Class: Artificer
A Floodworker specializes in using magic to create tools of movement and control, drawing from the energy within the Elemental Plane of Water. While they lack destructive power, the Floodworker is especially skilled in operations of escape and rescue. They use water to sweep monsters away, propel themselves into the sky, and protect their allies from the harshness of the elements. When war and disaster devastate peaceful lands, Artificers who specialize this way are the first to respond.
Floodworker Spells
Starting at 3rd level, you always have certain spells prepared when you reach certain levels in this class, as shown in the Floodworker Spells table. These spells count as Artificer spells for you, but do not count against the number of spells you can prepare.
Floodworker Spells
| Artificer Level | Spells |
| 3rd | Create or Destroy Water, Fog Cloud |
| 5th | Gust of Wind, Misty Step |
| 9th | Tidal Wave, Water Breathing |
| 13th | Freedom of Movement, Control Water |
| 17th | Maelstrom, Scrying |
Aquatic Engine
Also at 3rd level, you've learned how to create a magical pot of water that empowers your abilities.
Using Alchemist's Supplies or Glassblower's Tools, you can use your action to magically create a Tiny aquatic engine in an unoccupied space within 5 ft. of you. A creature can carry it in one hand or, as an action on their turn, mount it on their back. You can only have one engine created at a time, and cannot create another one while you have one present. Once you create an engine in this way, you cannot create another one until you finish a long rest, unless you expend a spell slot to do so before then.
An aquatic engine is a magical object. While not being worn or carried, it has an AC of 18, and a number of hit points equal to five times your Artificer level. It is immune to poison and psychic damage, and if forced to make a saving throw, treat all of its ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. The engine disappears if it is reduced to 0 hit points, or after 1 hour, and you can dismiss it early as an action.
When you create the engine, you determine its appearance. You also decide which type of engine it is, choosing from the options below. When a creature is wearing or carrying the engine, it has a swimming speed equal to its walking speed, and it can use a bonus action on each of its turns to cause the engine to activate.
Mist Engine
The engine emits a cloud of protective mist that grants each creature of your choice within 10 ft. of it resistance to one damage type of your choice from the following list: Acid, Cold, Fire, Lightning, or Poison. The resistance lasts until the end of your next turn.
Rocket Engine
The engine emits a burst of pressurized water that launches you in a direction of your choice. You can jump a number of feet equal to ten times your proficiency bonus without provoking opportunity attacks.
Wave Engine
The engine emits water in a 15 ft. cone. Each creature in that area must make a Strength saving throw against your Spell Save DC or be pushed 10 ft. away from the engine and be knocked prone. The water spreads around corners, extinguishing unprotected flames in the area.
Waterlogged Magic
At 5th level, you can channel the energy of water through your tools, even when your aquatic engine is inactive. Once on each of your turns when you deal damage to a creature with an Artificer spell, you can impose one of the following effects on that target:
- The target takes additional bludgeoning, fire, or cold damage equal to your Intelligence modifier (minimum +1).
- The target is pushed up to 5 ft. horizontally in a direction of your choice.
- The target is Deafened, and is unable to speak until the end of your next turn.
Fortified Engine
By 9th level, your aquatic engines are more versatile. While a creature is wearing or carrying your aquatic engine, it gains the following benefits:
Protective Banding. The creature gains a +1 bonus to its AC while wearing or carrying the engine.
Landing Jets. When the creature would take damage from a fall, it can use its reaction to reduce the fall's damage to 0.
Quick-Change. At the start of each of its turns, a creature that wears or carries your engine can change its model.
Rescue Rocketeer
At 15th level, your designs have made you a master of mobility.
While a creature is wearing or carrying your aquatic engine, it has a flying speed equal to its walking speed, and can hover. While flying in this way, jets of water blast out from the engine, extinguishing unprotected flames within 10 ft. of it as it moves.
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