Wizard
Base Class: Wizard

Wizards of the School of the Mariner devote their studies to the restless power of the seas. To them, water is the most versatile and enduring of the elements—calm as a quiet harbor, yet capable of overwhelming storms and crushing depths. Through careful study and experience upon the open waters, these mages learn to shape currents, summon waves, and command the cold pressure of the deep.

Many Mariners learn their craft far from traditional arcane academies. Some serve aboard ships as navigators and stormcallers, guiding vessels safely through treacherous waters. Others dwell in coastal towers, studying the tides and the hidden magic that flows beneath the ocean’s surface. A few seek the deepest trenches of the sea, believing that ancient and powerful secrets lie buried beneath miles of dark water.

The magic of a Mariner wizard reflects the nature of the ocean itself—fluid, relentless, and impossible to contain. Their spells move like crashing waves, dragging enemies with unseen currents or freezing foes with the chill of the abyss. As their mastery grows, they become as comfortable beneath the waves as they are upon dry land, commanding water with the ease of a seasoned captain steering through a storm.

To face a Mariner wizard is to face the sea itself: patient, powerful, and ultimately unstoppable.

Level 3: Mariner Magic

Your spellbook expands with magic tied to the ocean and flowing water.

Whenever you gain access to sorcerer, druid, and bard spells. You can learn any of these spells, but it costs you have the materials to learn water based spells.

The spells counts as Wizard spells for you.

Level 3: Flowing Defense

Water bends and moves around incoming force.

While you are not wearing armor, you gain the following benefits:

• You gain a 30 ft. swimming speed.
• You can hold your breath for up to 1 hour.
• When a creature hits you with an attack, you can use your Reaction to reduce the damage by 1d8 + your Intelligence modifier as water briefly shields you.

You can use this reaction a number of times equal to your Proficiency Bonus, regaining uses on a Long Rest.

Level 6: Crushing Current

You learn to shape water into powerful currents that drag your enemies.

When you deal cold damage or bludgeoning damage with a spell, you can move one creature affected by the spell up to 10 feet in a direction you choose.

The creature must fail a Strength saving throw against your Spell Save DC to be moved.

You can use this feature once per turn.

Level 10: Master of the Deep

You gain the following benefits:

• You gain resistance to cold damage.
• You can breathe underwater.
• While you are submerged in water, your spells deal extra cold damage equal to your Intelligence modifier (minimum 1).

In addition, you can move through water without treating it as difficult terrain.

Level 14: Maelstrom Savant

You can summon the devastating forces of the sea.

When you cast a spell that deals cold or bludgeoning damage, you can cause water and pressure to explode outward from the impact.

Choose one creature damaged by the spell. The creature must succeed on a Strength saving throw or suffer one of the following effects:

• be knocked prone, or
• be pulled up to 20 feet toward a point you choose.

If the spell was 5th level or higher, the creature also takes extra cold damage equal to 2d8.

You can use this feature a number of times equal to your Intelligence modifier, regaining all uses after a Long Rest.

Mariner Image

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