Hydromancer

Water extinguishes flames. The seas erode the land. The depths drown the air-breathers. Water might be a deluge from the skies, a sheet of ice, or scalding steam. Hydromancy deals with this, the most dynamic of the elemental forces, and its appeal drew you to study and gain control over it.
With your focus on Hydromancy come subtle changes to your body. Your skin feels clammy and there’s a briny smell about you. Your hair and clothes always seem damp, though never mildewed. It is always as if you had just stepped out of the rain or walked out of the sea.

Level 7 Hydromancer

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Hydromancy, Spells: One master
Water is Life (Magical): You can breathe while submerged in water. You have the Swimmer trait, if you lack it, and you ignore any detriments from fighting underwater. Finally, while you are not injured, you have the Slippery and Squeeze (6 inches) special traits.

Level 8 Hydromancer

Health: +6
Spells: One master
Watery Tentacles (Magical): You can use an action to cause tentacles made from water to appear inside a Size 3 space within 10 yards. Each creature in the space makes an Agility roll. On a failure, the creature takes 3d6 damage and you can either pull it 5 yards toward you or knock it prone. Once you use this talent, you lose access to it (luck ends).

Level 10 Hydromancer

Health: +6
Spells: One master
Power of Elemental Water (Magical): If you lack the injured, stunned, or unconscious afflictions, you have the following benefits.