You try to staunch the blood, but the knife comes in again, this time finding itself in your chest. How about these: "Water Elemental Ancestry" - a little lazy, I know. D&D defined the genre of fantasy role-playing games, and remains the most popular table-top version. Starting at 15th level, You may spend an action and 6 Fluidity Points to freeze water coating your body. Creatures within this radius who are on the ground are all treated as drenched as well. Languages any four languages April 19, 2020 April 9, 2020 by virat kohil. In addition, as an action, you may spend 10 Fluidity Points to summon a storm cloud with a 50-foot radius directly above you. This spell does not count against your number of spells known. This effect ends after taking 60 points of damage or after 8 hours. Generally speakin… For the magical school in other games, see Water magic. Starting at 13th level you may cast alter self by spending 3 Fluidity Points. Fluidity points reset after each long rest. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. Water Magic (水系各種魔法 Mizu Kei Kakushu Mahō) is a Caster Magic and Holder Magic which utilizes the element of water. For water magick to occur within, one must consume the… Starting at 7th level, you may spend 3 Fluidity Points to drench yourself or your allies in healing water and grant 3d8 temporary hit points divided between 1-3 creatures. Duration: 1 Day Basic Effect: The casting hero may follow a movement path across water, provided the end destination is an unoccupied location on land. Create Food And Water 5E Spell In DnD. Back to Main Page → 5e Homebrew → 5e Creatures, https://www.dandwiki.com/w/index.php?title=Water_Mage_(5e_Creature)&oldid=1389079. Equipment suffers no damage or expiration from being wet. Waterdeep was the most common name used by the sea captains docking at the port to trade. As a Water Manipulator you gain the following class features. WATER WALK Allows your army to use part of its movement to walk across bodies of water. Each frozen 5 ft. section has an AC of 5 and 15 hp. Rune magic allows a character to unlock the power contained within magical symbols and sigils. CHECK OUT: DnD 5e spell list Frequently discussion about dnd … "Really, I don't know where we would be without it," and with a wave of her hand the knife tears itself free, blood gushing from the now angry wound. Starting at 14th level, you regain 1 Fluidity Point every time any water manipulator spell, ability, or feature deals 10 points of damage (this effect may occur up to five times per each instance of damage). On a hit, the target takes 1d8 slashing, piercing, or bludgeoning damage (your choice). As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of fluidity points equal to the slot's level. The trench remains until the spell ends or you choose a different effect. Water … Create Water: Destroy Water: At Higher Levels: Attributes Of Create Or Destroy Water 5E Spell; Create Water: You able to create almost up to 10 gallons of clean water within a range in an open container. You can't use this ability again until after a long rest. Starting at 6th level, While near a body of water, you can summon a series of waves upon land. Even just disabling your adblocker will help (it's only text and plain image ads I promise). "And it can overcome any obstacle set in its path," as the knife flies forward, stabbing itself into your shoulder. You regain all expended uses when you finish a short or long rest. You can use an action and 2 FP to freeze the entirety of the wall or any 5 ft. section of the wall. Water Magick The properties of water are both constant and variable at the same time. Complete list of all D&D spells, rulebooks, feats, classes and more! Waterdeep was built on the site of the ancient elven settlement of Aelinthaldaar, which gave way to a farming community of humans that developed into Bloodhand Hold. If a section of the wall is damaged before it is totally destroyed, it can not shatter. This area becomes difficult terrain and the creatures inside take 1d6 cold damage per turn they are in it. The bowl can’t be used this way again until the next dawn. Rarity Common Uncommon Rare Magnificent# of Dragons 2 1 Chance 16.66667% 83.33333% 3 Dragons 0% Chance of Rare Pearl Dragon 83.33333% 0d 08h 00m Water Dragon … EFFECT. When attacking with the spiritual weapon created by the Drowned Weapon feature, enemies within a 15-foot cone of the weapon must make a Dexterity saving throw. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The spell's damage increases by 1d8 and it's range increases by 5 feet when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). First, Charisma should be your highest ability score, followed by constitution. You must take a short rest before using the main effect of this feature again. Senses passive Perception 11 They can serve on the battlefield as war mages, but are more valued for their talent at manipulating existing water and controlling the battlefield than for their skills as direct-attacking blasters alone—although they are still formidable evokers, capable of knocking down enemies with bolts of water and crushing army units with a summoned tidal wave. The damage dealt by the Natural Weapons effect of this spell increases by 1d6 at the 6th level (2d6), 10th level (3d6), 14th level (3d6), and 18th level (4d6). Starting at 6th level, when under the effects of the alter self spell, you may spend 3 Fluidity Points to end the current option to grant yourself the Typhoon Wings effect. Third choose the ray of frost and prestidigitation cantrips, along with the 1st-level spells Armor of Agathys and Ice Knife. If it lands on a creature they must make a dexterity saving throw to avoid it or take 2d8 bludgeoning damage. The magic of the ocean permeates his soul. When you multiclass into the class, you gain the following proficiencies: light armor, martial weapons, finesse weapons, quarter staff, Back to Main Page → 5e Homebrew → Classes, Converting a Spell Slot to Fluidity Points, https://www.dandwiki.com/w/index.php?title=Water_Manipulator_(5e_Class)&oldid=1382488. Saving Throws Int +6, Wis +4Skills Arcana +6, History +6 The Jade Owl A cool, deep green drink that, when settled, appears to contain long crystalline slivers. How to make really awesome looking water effects on your D&D terrain and tiles. This website exists thanks to the contribution of patrons on Patreon. However, you also gain a weakness to cold, and each time you take cold damage your speed is reduced by 10 ft for 3 rounds. It weighs 3 pounds and holds about 3 gallons. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Expert and master ranking permit access to greater versions of water spells." If your speed reaches 0, you will be rendered incapacitated for 3 rounds. You can transform unexpended fluidity points into one spell slot as a Bonus Action on Your Turn. When you hit with it, the targets takes an extra 1d8 cold damage. Acid Splash, Druidcraft, Friends, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Ray of Frost, True Strike, Shape water (automatic with Hydromancy at first level), Absorb Elements, Armor of Agathys, Bane, Charm Person, Chromatic Orb, Command, Cure Wounds, Detect Magic, Fog Cloud, Goodberry, Grease, Healing Word, Ice Knife, Purify Food and Drink, Shield, Witch Bolt, Alter Self, Blindness/Deafness, Blur, Hold Person, Melf's Acid Arrow, Mirror Image, Misty Step, Protection from Poison, Snilloc's Snowball Swarm, Counterspell, Create Food and Water, Dispel Magic, Elemental Weapon, Gaseous Form, Hypnotic Pattern, Mass Healing Word, Sleet Storm, Wall of Water, Water Breathing, Water Walk, Tidal Wave, Blight, Control Water, Dimension Door, Elemental Bane, Evard's Black Tentacles, Ice Storm, Storm Sphere, Vitriolic Sphere, Watery Sphere, Cloudkill, Cone of Cold, Conjure Elemental, Maelstrom, Mislead, Wall of Force, Mass Cure Wounds, Freezing Sphere, Wall of Ice, Programmed Illusion, Prerequisites. Starting at 3rd level, you learn the alter self spell and can cast it as an action by spending 3 Fluidity Points. On your turn you can use an action to attack with them for 1d8 of bludgeoning damage per tentacle up to 6(6d8 max), grapple an enemy within 10 ft. of you, or preemptively defend yourself to gain +1 to AC (this stacks with the passive AC gained). Starting at 18th level, you learn the call lightning spell. Starting at 2nd level, you can interpose rushing water between yourself and an attacking enemy. A list of Dungeons & Dragons 5th Edition (D&D 5e) SRD magic items order by rarity. In addition, you use your Charisma modifier when setting the saving throw DC for a dancer spell you cast and when making an attack roll with one. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Each of these spells must be of a level for which you have enough Fluidity Points to convert into an appropriate spell slot. The spell doesn’t count against your number of spells known. As normal, you can't increase an ability score above 20 using this feature. In addition, you learn the control winds spell. If you find these tools helpful, please consider supporting this site. At level 9, increase dice by 1d8. Typhoon Wings grants you a fly speed of 20 feet for its duration as well as allowing you to Dash as a bonus action. Whenever you or your spiritual weapon makes a successful attack against a creature, they must make a Constitution saving throw. Starting at 11th level, while you are in standing water or otherwise coated/submerged in water your speed increases by 15 feet. The water then spreads across the ground in all directions, extinguishing unprotected flames around it and within 30 feet, and then disappearing. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. Water mages are wizards who practice creating and controlling the elemental force of water. On your turn, you may dismiss the rain as a bonus action and/or the entire cloud as an action. You know 2 1st-level spells of your choice from the water manipulator spell list. Not every such mark has the potential for power. The water mage is a 10th-level spellcaster. The spell doesn’t count against your number of spells known. Additionally, when you gain a level in this class, you can choose one of the water manipulator spells you know and replace it with another spell from the water manipulator spell list, which also must be of a level for which you have enough Fluidity Points to convert into an appropriate spell slot. The water mage adds its Intelligence modifier (4) to the damage roll of any wizard evocation spell it casts. In addition to spell slots, Water Manipulators use Fluidity Points to cast spells and incite other magical effects. Spell save DC = 8 + your proficiency bonus + your Charisma modifier, Spell attack modifier = your proficiency bonus + your Charisma modifier. When you cast the spell, you can choose one of the normal forms for your body to take but for the spells duration you are not considered to be concentrating on the spell (its duration is not affected by this). You can use 1 fluidity point and a bonus action on a hydromancy attack to freeze the attack and bind the target to itself or an object within 5 ft. 1st level (4 slots): detect magic, mage armor, shield, water whip Water Magic is a skill in Might and Magic VII: For Blood and Honor that allows the character to learn and cast water magic spells. You're movement speed is reduced 10 ft. and you must keep concentration or you will lose control of the tentacles. Water movement may be up to 60% of the hero’s normal movement. Casting Time 1 standard action Components V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water). 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