Base Class: Wizard
On the mortal plane, most living beings have a relationship with the ocean. The earliest zoologists set sail to explore the seas and all the creatures that reside in it. Aquamancers carry on that ancient tradition, utilizing their research to take advantage of the natural power of water. From aboleths and sahuagin to tritons and water genasi, the study of underwater cultures has led aquamancers to great success. Many cultures have shamans and spiritual leaders dedicated to the cultivation of water magics, counting amongst the ranks of the most revered aquamancers. In battle, aquamancers wield the might of sea creatures to turn the tide against their enemies.
Marine Memory
Your research of marine cultures is evident in your mannerisms. You can speak, read and write in Primordial. You also gain a swimming speed equal to your walking speed, as well as the ability to breathe underwater and both speak to and understand creatures with a swimming speed.
Seafaring Companion
Your extensive knowledge of sea creatures lets you conjure an oceanic ally. You can use an action to summon a Medium water elemental for 1 hour in an unoccupied space within 30 feet of you. It is friendly to you and your allies, and obeys your commands. See its game statistics in the Naval Familiar stat block, which uses your proficiency bonus (PB) in several places. When summoning the water elemental, it can appear as your choice of one of three form options: Octopus, Shark, or Dolphin Delighter. Changing the form while the elemental still has hit points takes 1 minute.
In combat, the elemental shares your initiative count, but it takes its turn immediately after yours. It can move on its own and use its reaction, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the elemental can take any action of its choice, not just Dodge.
When the duration has expired, the elemental loses all hit points or it is dismissed, you can summon the elemental again a number of times equal to your proficiency modifier and regain expended uses when you finish a long rest.
Aquatic Adaptation
Your interactions with marine life have improved your skill with magic. The spell Conjure Animals is added to your spell book for free and counts as a wizard spell. You always have this spell prepared. When you summon creatures with a swimming speed through a conjuration spell, they are granted temporary hit points equal to your Intelligence modifier (minimum of 1). Steeds summoned by the spell Find Steed can now also take the form of a Dolphin, Giant Sea Horse and Reef Shark.
Additionally, you gain one free use of the spell Polymorph per long rest, granted you have the material components to cast it. When you cast this spell on yourself and change into a creature with a swimming speed, you keep your mental ability scores intact as well as your ability to speak.
Mystical Aquarium
You have learned to magically manipulate the moisture in the air to bring the ocean wherever you are. When you cast a spell of 1st level or higher, you can use a bonus action to create a 30 ft. radius sphere of shimmering liquid around yourself for 1 minute. The magical substance allows creatures with a swimming speed to traverse it as if it was water. When this feature is activated while underwater, hostile creatures make opportunity attacks at disadvantage against creatures of your choice within the sphere.
Once you use this feature, you cannot use it again until you finish a long rest.
Thalassic Evolution
Your mastery of water wizardry has given you an ease of use in shaping your elemental. You no longer need 1 minute to change the familiar's form, instead being able to cause it to shift as a bonus action.
Also, you have gained the ability to transform your elemental familiar into a powerful ancestor of its modeled species. As an action, you can empower your elemental for 1 minute, incressing its size to Large and gaining +2 to its AC. Shifting the elemental's form while this feature is active changes the empowered form to that of its current respective creature. You impart the following benefits to its Octopus, Shark and Dolphin Delighter forms, respectively:
• Kraken: After hitting a creature with an attack, the familiar can force the target to make a Strength saving throw against your spell save DC in order to grapple it with its tentacles. If the familiar successfully grapples the creature, it is restrained until it breaks free of the grapple.
• Megalodon: When the familiar hits a creature with a critical attack roll, it regains hit points equal to half the damage it deals rounded up. Additionally, creatures it hits leave a faint trail of blood that the familiar can smell up to 120 ft. away, granting it advantage on Wisdom (Perception) checks using smell to locate the target.
• Orca Obliger: Once per turn, the familiar can teleport up to 30 ft. to an unoccupied space it can see. Immediately before teleporting, you can choose one willing creature you can see within 5 feet of the familiar. That creature can teleport with the familiar, appearing in an unoccupied space within 5 feet of the familiar's destination.
Once the minute is up or the elemental is reduced to 0 hit points, you cannot use this feature again until you finish a long rest.
Previous Versions
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6/25/2024 1:07:28 PM
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2
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1
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6.0
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Coming Soon
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