Wizard
Base Class: Wizard

As a Hydromancer, you specialize in controlling water in all of its different forms. You study the powers of elemental water and how to properly control its power and potential.

(A quick note: I was unable to find a way to make the class abilities that consume spell slots to automatically do so. If anyone knows how to do this, I encourage you to leave a comment. I want to be able to put out the best material that I can and it would help greatly to have that knowledge.)

Flowing Water

Beginning at 2nd level, your water and ice spells give you a boost depending on whether the spell was water or ice. Whenever you cast a spell that has the word Water in its name or description, your remaining walking speed is doubled. Whenever you cast a spell that has the word Ice in its name, you may use the dodge action as a free action.

Aqua Blast

At 2nd level, you become able to launch a small blast of water as an attack. As an action, you launch a ball of freezing water at a target within 30 ft. After making a spell attack, the target takes 2d6 Cold damage. You may use this feature a number of times equal to your Proficiency modifier. Once all uses of this feature are used, it cannot be used again until you finish a short or long rest.

Bladeturn

At 6th level, you become able to summon a barrier made of a thin layer of water that can protect you or an ally. As a reaction, you may negate the damage of an attack or spell that would affect either you or a creature of your choosing within 30 feet of you. To do this, you must expend a spell slot of any level, the level of the spell slot that you expend determines the level of spell that the barrier can negate.

Windfury

At 10th level, you become able to empower yourself or a nearby creature to succeed in their next endevour with a chilling wind. As a bonus action, you enable a creature that is within 60 feet of you, including yourself, to succeed in their next endevour. The creature you target becomes able to make a d20 roll that they make before your next turn a 15 as long as the roll is not a Natural 1. The creature must decide to use this empowerment before anouncing the rolled number. You may only use this feature a number of times equal to half your proficiency modifier rounded down, being able to use it again after finishing a Long Rest.

Prismatic Frost Armor

At 14th level, you become able to envelope your body in a protective shell of ice that protects you from an element of your choice. As an action, you give yourself a resistance to a damage type of your choice that is not slashing, piercing, or bludgeoning damage. This resistance lasts for 10 minutes and requires concentration. To use this ability, you must spend a spell slot of at least 4th level.

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