Base Class: Druid
You have devoted yourself to the sea and water, and the gods have bestowed upon you a mystical Super Soaker in order to protect nature.
Super Soaker
Starting at 2nd level, you are bestowed a gun-shaped device forged from nature with a tank full of water attached to it which grows along side you.
You can use your Super Soaker to shoot damaging spells, changing their damage type to cold if you wish.
You can also hold your breath for up to 30 minutes.
Drinkable Ammunition
Starting at 3rd level, the gods have given your Super Soaker infinite ammunition, which you can take advantage of for your own nutritional needs. You can now cast Create Food and Water at will.
Pressurised Water Blasts
Starting at 6th level, the water blasts from your Super Soaker are pressurised. When you hit someone with a ranged spell attack, in addition to the spell's normal features, they must succeed a constitution saving throw with a DC equal to 10 + your Wisdom modifier or fall prone.
Scalding Water
Starting at 10th level, you can exchange a use of your wildshape to summon 2 Scalding Water Balloons. This allows you to cast a variation of Fireball at 3rd level at will for the next 2 rounds, where the Fireball is instead a scalding water balloon thrown by the Druid.
Watery Demise
Starting at 14th level, once per day, you can use your Super Soaker to blast a torrent of water, flooding the nearby area. Anyone that cannot get to higher ground in time and cannot breathe in water begins drowning, and unless they are rescued within 6 rounds, they fall unconscious and 3 rounds later they fall to 0 hit points from drowning in the tsunami that you have created. Every time a drowning creature is successfully damaged, their round counter for falling unconscious and falling to 0 hit points is reduced by 1.
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