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.
- Like the Crashing Wave: Whenever you stop moving after running or swimming, you can cause waters to crash down around you. Each Size 1 and smaller unsecured object within 3 yards of you moves 5 yards away from you. Each creature within 3 yards of you makes a Strength roll. On a failure, the creature moves 5 yards away from you.
- Misty Evasion: You can use a reaction when you take damage to transform yourself and everything you wear and carry into a cloud of mist and immediately flow to an empty space within 5 yards where you return to your normal form.
- Flowing Moves: Whenever you would be moved against your will, you choose the direction and distance you move.