For the 24 hours duration, it is enough to sustain up to fifteen humanoids or five steeds. (This does not count towards your known spells). Saving Throws: Dexterity, Charisma Water mages are wizards who practice creating and controlling the elemental force of water. Cost: 12. This shield has an AC of 3 and 50 hp. 4th level (3 slots): control water, watery sphere The water mage adds its Intelligence modifier (4) to the damage roll of any wizard evocation spell it casts. The water mage has the following wizard spells prepared: As the last flickers of life leave your eyes, the knife once again becomes a puddle of water and flies back to her outstretched hand. Hit Dice: 1d8 per Water Manipulator level As a Water Manipulator you gain the following class features. It was said the Mother Rhoyneherself whispered to her children of every threat, that the Rhoynar princes wielded strange, uncanny powers, and that their cities were protected by "watery walls" that would rise to drown any foe. Table of Contents. The water ripples, and as Aryanna focuses on the water, it begins to mold itself into the watery form of a knife. 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. You can use an action and 2 FP to freeze the entirety of the wall or any 5 ft. section of the wall. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. 5th level (2 slots): conjure elemental, water volley. Speed 30 ft. You also know the create or destroy water spell and can cast it at 1st level as a bonus action by expending 1 Fluidity Point without using a spell slot. A list of Dungeons & Dragons 5th Edition (D&D 5e) SRD magic items order by rarity. School transmutation [water]; Level cleric/oracle 4, druid 4, shaman 4, sorcerer/wizard 6; Domain water 4; Bloodline aquatic 5. After doing such, all land within a 120 ft radius becomes flooded with water and is treated as difficult terrain for 1 hour. EFFECT. In addition, as an action, you may spend up to a maximum of 10 Fluidity Points to increase your speed by an amount of feet equal to twice the amount of Fluidity Points spent. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Hit: 3 (1d6 - 1) bludgeoning damage, or 4 (1d8 - 1) bludgeoning damage when wielded with two hands. If you or the healing target are submerged or drenched in water the healing increases by 1d4. You regain all expended uses when you finish a short or long rest. The water mage has the following wizard spells prepared: Cantrips (at will): light, mage hand, prestidigitation, water bolt 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). Additionally, you may extend the duration of the spell by an hour by spending another Fluidity Point. Challenge 7 (2,900 XP). 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. All flying creatures in the storm other than you must succeed a Dexterity saving throw or lose 20 feet in height and all other creatures in the storm have disadvantage on the saving throws they make to maintain concentration. While in this state, you are no longer considered to be drenched and can not receive any of the benefits being drenched. 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. When using shape water to attack, make a ranged spell attack against the target. Starting at 18th level, you can freeze the water in the air in a 50 ft. sphere. Armor Class 12 (15 with mage armor) In addition to spell slots, Water Manipulators use Fluidity Points to cast spells and incite other magical effects. If a section of the wall is damaged before it is totally destroyed, it can not shatter. The spell doesn’t count against your number of spells known. Create Food And Water 5E Spell In DnD. The magic of the ocean permeates his soul. Starting at 3rd level, you can harness your internal well of magic to lower the temperature of water. The spell doesn’t count against your number of spells known. Starting at 13th level you may cast alter self by spending 3 Fluidity Points. You learn an additional Water Manipulator spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Hit Points 45 (10d8) Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. WATER WALK Allows your army to use part of its movement to walk across bodies of water. 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. Range long (400 ft. + 40 ft./level) Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S) The water stops pouring out at the start of your next turn. Starting one turn after the rain is summoned, any area located directly underneath the storm is considered difficult terrain. You must end your movement on dry land. You cause water in the area to move apart and create a trench. On a hit, the target takes 1d8 slashing, piercing, or bludgeoning damage (your choice). 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. Senses passive Perception 11 Spell save DC = 8 + your proficiency bonus + your Charisma modifier, Spell attack modifier = your proficiency bonus + your Charisma modifier. The spell doesn’t count against your number of spells known. "Fountain" produces 5 gallons of water. 2nd level (3 slots): water cube, misty step The trench extends across the spell's area, and the separated water forms a wall to either side. The user is able to perform a form of magic that allows the user to cast magical spells and feats through water. 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. 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). 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. Starting at 10th level, you gain the ability to transform into a being entirely composed of water. The spell doesn’t count against your number of spells known. 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 6th level, While near a body of water, you can summon a series of waves upon land. You can also cast this spell as a level 2 spell instead of level 3. 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. Type: Adventure. Starting at 11th level, while you are in standing water or otherwise coated/submerged in water your speed increases by 15 feet. Skills: Choose two from Acrobatics, Athletics, Stealth, Nature, Persuasion, Deception, Intimidation, Performance. Complete list of all D&D spells, rulebooks, feats, classes and more! Water exists on the Earth in three forms: solid (ice), liquid, and gas (evaporated). The target becomes restrained until the target can succeed on a strength saving throw to escape and takes 1d4 cold damage until it does. Almost all of these items were designed for surface races to spend time beneath the waves. In “Waves of Enchantment” I’ll be presenting magic items from a more amphibious point of view. If you are outside the radius is increased to 80 feet and if the conditions are already stormy the current storm's radius increases by 100 feet. Charisma is your spellcasting ability for your water manipulator spells. The created Spell Slots Vanish at the end of a Long Rest. On each successive failure, the target gains an additional level of exhaustion. These tentacles grant you a passive +1 to AC while you have 3 to 7 tentacles summoned and +2 to AC when you have all 8 summoned. Even the early days of roleplaying were seeded with aquatic magic items, from the helmet of underwater action to the Apparatus of Kwalish. This effect lasts for 1 minute. Choose from the following options: "Stream" produces 1 gallon of water. Not every such mark has the potential for power. You must take a long rest before using this feature again. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Water Manipulator level after 1st, Armor: Light 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. Even just disabling your adblocker will help (it's only text and plain image ads I promise). You learn an additional water manipulator cantrip of your choice at 5th level, 9th level, 13th level, and 17th level for a total of six cantrips. 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). Fluidity points reset after each long rest. The water mage is a 10th-level spellcaster. Legend has said that the Rhoynar had their own magic — a water magic very different from the sorceries of Valyria, which were woven of blood and fire. You also learn the tidal wave spell. Each of these spells must be of a level for which you have enough Fluidity Points to convert into an appropriate spell slot. Each tentacles take 10 gallons of water to create. While this bowl is filled with water, you can use an action to speak the bowl’s command word and summon a water elemental, as if you had cast the conjure elemental spell. The spell doesn’t count against your number of spells known. Weapons: Martial Weapons, Finesse Weapons, Quarterstaffs 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. Each frozen 5 ft. section has an AC of 5 and 15 hp. 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. You can use this feature a number of times equal to your Charisma modifier divided by two (rounded down, a minimum of once). Using the Drowned Weapon feature (as well as it's effects) costs 0 Fluidity Points as long as you maintain this form as well. Creatures within this radius who are on the ground are all treated as drenched as well. This area becomes difficult terrain and the creatures inside take 1d6 cold damage per turn they are in it. CHECK OUT: DnD 5e spell list Frequently discussion about dnd … 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. As normal, you can't increase an ability score above 20 using this feature. Create Food and Water 5e. I want something better than "maybe you were born during a rain storm" as the suggested explanation for magical powers. Saving Throws Int +6, Wis +4Skills Arcana +6, History +6 Typhoon Wings grants you a fly speed of 20 feet for its duration as well as allowing you to Dash as a bonus action. In addition, if you are under the effects of Water's Body, this effect applies to any attack you make with your weapon as well. You cry out in pain, as you try to remove the knife, but it's already morphing itself again, tiny barbs begin to protrude from the knife, slicing through skin and taking hold underneath. Runes work much like magic items. 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). "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. The drink is surprisingly light and fruity, with an faintly unpleasant, scratchy aftertaste. On a failure, you cause the target to gain 1 level of exhaustion. First, Charisma should be your highest ability score, followed by constitution. At 1st level, you know two cantrips of your choice from the water manipulator spell list. You can create Spell Slots no higher in level than 5th. A water deity is a deity in mythology associated with water or various bodies of water. The water can be out all day, hovering around yourself, or can be stored in a vessel until it is needed. This was conquered and renamed Nimoar's Hold before the name \"Waterdeep\" caught on. For the duration, you sense the presence of magic within 30 feet of you. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Once you use this feature to return Fluidity Points, you can’t use any part of this feature again until you finish a long rest. 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. Up to ten willing creatures you can see within range gain this ability for the duration. For Create Food and Water 5e spell, you have to create some food and that food quantity must be 45 pounds of food, 30 gallons of water on the ground or you can use ant containers within a specific range. How about these: "Water Elemental Ancestry" - a little lazy, I know. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. D&D defined the genre of fantasy role-playing games, and remains the most popular table-top version. CASTING. The stereotypical water mage is patient and stoically calm, as is befitting of their chosen element. Generally speakin… Starting at 3rd level, you learn the alter self spell and can cast it as an action by spending 3 Fluidity Points. This guide includes shop names from some existing Waterdeep locations, the name of the item, a brief description of that item that your NPCs can give, and a price. Most marids had blue-black or dark gray hair, though white-haired marids did exist. Starting at 10th level, you can spend an action and any even number of fluidity points up to 8, to create a number of tentacles equal to half the number of fluidity points used. 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. ... D&D has always been a really high-magic game, so it’s trouble with many traditional themes and particularly with ‘man vs nature’ conflict. 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). Each level, you may learn one more spell, for total known spells equal to your level plus one (not including Create or Destroy Water). The water then spreads across the ground in all directions, extinguishing unprotected flames around it and within 30 feet, and then disappearing. For this duration you are still considered to be under the effects of alter self and can change to an alternate effect of the spell at will (effectively ending the Typhoon Wings effect). This action is treated as apart of your Attack action, but you may not use your bonus action to attack with the spiritual weapon. Starting at 3rd level, as an action, you may spend 2 Fluidity Points to heal a creature for 1d8 + charisma modifier. 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. You know the shape water cantrip. Starting at 2nd level, you can interpose rushing water between yourself and an attacking enemy. Starting at 14th level, By spending 3 Fluidity Points, you may increase the size of your drowned weapon. Spellcasting. While usually blue, in fact, marids changed their skin color to reflect their current mood, with darkest shades of blue indicating anger. In addition, you learn the control winds spell. Each of these Spells must be of a level for which you have Spell Slots. For every melee attack made against you that is blocked, you lose one tentacle. My second point is also from a story telling perspective. Tools: None 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 … Being this dnd 5e spell you either do create or do destroy water. Starting at 3rd level, you learn the spiritual weapon spell and can cast it as an action by spending 2 Fluidity Points. Hit Points at 1st Level: 8 + Constitution modifier If a section of the wall is destroyed in one hit, it will shatter and crash down on anybody in it's way. At 20th level, you regain 4 expended fluidity points whenever you finish a short rest. This effect ends after taking 60 points of damage or after 8 hours. Only those runes forged in the ancient days of creation still resonate with the fundamental magic of the world. You're movement speed is reduced 10 ft. and you must keep concentration or you will lose control of the tentacles. In addition to shape water's noted uses, its range is increased by 30ft and you may use the cantrip to attack. Rune magic allows a character to unlock the power contained within magical symbols and sigils. Languages any four languages Marids were beautiful genies whose skin matched all of the hues of the vast ocean. 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