Base Class: Wizard
Whether you grew up on an island, near a river or even a desert where water is more precious than gold you have a deep connection to the elemental plane of Water and Water itself. You have learned to wild water as an extension of your will and water starts to protect and help you as if it had its own will.
Soul of the Sea
At 2nd level, your tie to the sea and other waters grant you the ability to breathe underwater, and you have a swim speed equal to your walking speed.
Water Mastery
By infusing water with your magic water starts to follow your comands. This feature grants you the shape water cantrip if you already know it select another cantrip from the wizard spell list. Additionally you learn the create or destroy water spell and it counts as a Wizard spell for you.
You can use an action to create a prison out of Water surrounding a creature within 60 feet of you that you can see. The creature has to make a dexterity saving or is captured in the water prison. Its speed reduces to zero and the rules of fighting under water apply for that creature as well as the rules for drowning. The creature is resistant to fire damage and attacks against the creature have advantage. The creature is captured until your next turn or you leave the 60 feet radius of the creature. You can use an action to keep the effect going on your turn. No further saving throw required.
You can use this feature up to your proficiency times. Afterwards you need to take a long rest to use the feature again.
Flowing Defense
At 6th level, your control over water has become instinctual. If you are within 30 feet of at least 10 gallons of water you can animate a stream of water that is flowing around your body. The effect ends when you fall unconcious or when you finsh a long rest.
When you are thus sorounded by water your AC becomes 13+ Intelligence modifier as long as you wear no armor. Further you gain resistance to fire damage.
You also gain the ability to defend yourself by momentarily tighten the flowing water around you. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your wizard level plus your Intelligence score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.
Cleaning Rain
As water is naturally defiant against magic, you can use its cleaning aura to stop magical effects. As an action, you can start a magical rain starting at a point you can see within 30 feet. Each creature or object in a 20-foot-radius sphere centered on that point is affected by the dispel magic spell. The effect is similar to the spell at its lowest level but you can add your proficiency modifier for these rolls.
After you have used that feature, you need to take a short or a long rest before you can use it again.
Ocean Arena
You open a portal to the elemental plane of water that creates an arena of water in a 50-foot-radius, 100-foot high cylinder centered on a point within range of 60 feet. When the ceiling is lower than 100 feet the water flows to the side. This effect last for a minute. After that, the water starts to seep and flow away. Creatures in the area effect of your choice need to make an Athletics check or are shoved away 30 feet from the center point.
All rules for under water combat and drowning apply normally while under or above water. When you have used this feature, you need to take a long rest until you get it back.
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Posted Jan 7, 2021As Water was always my favorite element, I was asthonished such a class does not exist. I used the Shark Ninja from Naruto, Namie from Leauge of legends and the last air bender as inspiration.
As I love aquatic races they most of teh times feel a bit left out cause one of their racial ability rarely comes into play. So i tried to create scenarios where this comes into play aside from a under water campaign.