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Water Crafting Powers

Water flows through all living things. It carries life throughout us and connects us all. The Furies of the Waters are subtle but immensely powerful. Those who are attuned to these furies learn to connect with others' minds and bodies. They can discern people's feelings with incredible sensitivity and even weaponize their own.

The most famous and arguably important ability of water crafters is the ability to heal others, from curing diseases and removing toxins to restoring sight and regrowing limbs to snatching others back from the brink of death. These powers are invaluable to rural farmers, high nobles, and adventurers alike. It is a stronger and healthier community that has a skilled water crafter.

While some look down on water crafters, seeing the power as weak or timid, they couldn't be farther from the truth. While the most used and most unique powers of Water Crafting center around healing, it is a fool who enters battle with a powerful Water Crafting lightly. Their heightened connection to others' emotions and their ability to press on the feelings of others makes them able to scramble the feelings of others, even to death.

Play a Watercrafter if you want to play someone who helps keep their allies alive with healing and wounds their enemies with psychic attacks.

Water Crafting Power


LevelPower NameDescription
1stHealingYou use your water fury to knit the wounds of your subject back together.
1stKeep the Blood FlowingUse your furies to thrive in extreme hot and cold.
1stObscuring CloudCall up a heavy fog.
1stPracticed EmpathYour long connection to your water fury lets you better read and manipulate those around you.
1stShift FormYou use your furies to shift and alter your form.
1stSwift HealingYou push your fury out and use it to mend the minor wounds of a nearby ally quickly.
1stSwirling ShieldYou shape your fury into a swirling shield on your arm.
2ndAlter FormYou use your Water Furies to alter your physical form.
2ndBouyant StepMove across water, snow, and ice with ease.
2ndSelf SustainUsing your furies, you tap into your life force to heal yourself.
2ndSense IntentYour fury allows you to sense the thoughts and feelings of those near you.
3rdDrownYou use your Water Furies to encase a target's head in water.
3rdHealing TideYour water furies surround you and help keep your allies whole.
3rdRestore to LifeYou use your will and your furies to yank someone back from the brink of death.
3rdTidal WaveYou bid your furies to draw up a wave of water that crashes down on an area within range.
3rdWall of WaterYou use your furies to create a wall of water.
3rdWater SendingConnect to a far off body of water and speak to those nearby.
4thConfounding EmotionsConfound the minds of targets in an area.
4thControl WaterShape and manipulate water in a large area.
4thLashing TentaclesFill an area with lashing, grabbing, crushing tentacles.
4thWater BubbleYou and your furies form a 10-foot radius bubble of air underwater.
4thWater WhipYou shape your fury into a long lash of water that envelopes your arm.
4thWatery SphereYour furies form a sphere of water with a 5-foot radius.
5thRestore the BodyFix major damage to a subject
5thScrambleFill an area with swirling and damage emotions.
6thEmpathic SurgeForce a creature to their knees with overwhelming emotions.
6thMass DrownSame as Drown, but several targets.
7thMake WholeYou make a character whole but risk exhausting yourself nearly to death.
8thSuppress FuriesYou unleash a cone of psychic fury that interferes with other's connections to their furies.
9thEmpathetic OverloadYou unleash the power of your furies to blast the intellect of several creatures.

Alter Form

2nd Level, Crafting Type: Active, Manifesting Time: Action, Range: Self, Duration: Concentration, up to 1 hour, Prerequisites: None, Uses Per Day: 2

You use your Water Furies to alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take an action to replace the option you chose with a different one.

Aquatic Adaptation: You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.

Change Appearance: You alter your appearance. You decide what you look like, including your height, weight, facial features, the sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take an action to change your appearance in this way again.

Natural Weapons: You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals ld6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your Fury Crafting ability modifier for the attack and damage rolls rather than using Strength.

Buoyant Step

2nd Level, Crafting Type: Passive, Range: Self,

You and your furies are so connected that it is second nature for you to use them easily over water and ice. When you learn this power, you gain the ability to move over water as if it were solid ground.

Additionally, you can move over snow and ice as if it were normal terrain, ignoring any movement penalties.

Confounding Emotions

4th Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 60 feet, Duration: Concentration, up to 1 minute, Prerequisites: 3 Water Crafting Powers, Uses Per Day: 2

Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on an Intelligence saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d1O at the start of each of its turns to determine its behavior for that turn, consulting below.

1d1O Behavior for the turn:

1 The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.

2-6 The target doesn't move or take actions.

7-8 The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.

9-10 The target chooses its behavior. At the end of each of its turns, an affected target repeats the save, ending the effect on itself on a success.

Control Water

4th Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 300 feet, Duration: Concentration, up to 10 minutes, Prerequisites: 3 Water Crafting Powers, Uses Per Day: 2

Until the fury crafting ends, you control any water inside an area you choose, which is a cube up to 100 feet on a side, using one of the following effects. As an action on your later turns, you can repeat the same effect or choose a different one.

Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends, or you choose a different effect. If this effect produces a wave, the wave repeats at the start of your next turn while the flood effect lasts.

Part Water: You part water in the area and create a trench. The trench extends across the Craftings area, and the separated water forms a wall to either side. The trench remains until the crafting ends, or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the crafting's area, it resumes its flow based on the terrain. The water continues moving in your chosen direction until the crafting ends, or you choose a different effect.

Whirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it takes an action to pull away and succeeds on a Strength(Athletics) check against your spell save DC.

Drown

3rd Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 30 feet, Duration: Instantaneous, Prerequisites: 2 Water Crafting Power, Uses Per Day: 2

You use your Water Furies to encase a target's head in water. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can't speak. It can hold its breath and thereafter survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying. Huge or larger creatures are unaffected, as are creatures that can breathe water or that don't require air.

A suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Empathetic Overload

9th Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 90 feet, Duration: Instantaneous, Prerequisites: 5 Water Crafting Powers Uses Per Day: 1

You unleash the power of your furies to blast the intellect of up to ten creatures of your choice that you can see within range. You force them to confront the deepest and most terrible crashing waves of rage, pain, and grief. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is paralyzed as their emotions overwhelm them.

On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one. A paralyzed target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the paralysis effect ends.

Empathic Surge

6th Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 30 feet, Duration: Concentration, up to 1 minute, Prerequisites: 3 Water Crafting Powers Uses Per Day: 1

You use your furies to press on the traumas and tragedies within a target's mind, bringing them to their knees. Choose one creature with an Intelligence of 5 or higher in range. That target makes a Wisdom Saving Throw or take 5d8 Psychic damage and become paralyzed.

If the target passes the save, it only takes half damage, and doesn't become paralyzed. A paralyzed target repeats the save at the end of each of its turns. If it fails, it takes the damage again, if it passes, the power ends.

Healing

1st level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: Touch, Duration: Instantaneous, Prerequisites: None Uses Per Day: 4

You use your water fury to knit the wounds of your subject back together. a touched creature heals hit points equal to 2d8 + your Charisma modifier. The healing is maximized if the subject is submerged at least halfway in water.

Healing Tide:

3rd Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self (30-foot radius), Duration: Concentration, up to 1 minute, Prerequisites: 2 Water Crafting Powers, Uses Per Day: 3

Your water furies surround you and help keep your allies whole. An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura, and at the start of each of your turns while it persists, you can restore 2d6+Charisma Modifier Hit Points to one creature in it.

Keep the Blood Flowing

1st Level, Crafting Type: Passive, Range: Self

You use your fury to keep your blood moving even in extreme temperatures. You gain the ability to exist comfortably in both extreme cold and extreme heat.

Lashing Tentacles

4th Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 30 feet, Duration: Concentration, up to 1 minute, Prerequisites: 3 Water Crafting Powers, Uses Per Day: 2

You use your furies to summon lashing watery tentacles in a 20-foot square on the ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.

Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage and has the Restrained condition until the power ends. A creature also makes that save if it enters the area or ends its turn there. A creature makes that save only once per turn.

A Restrained creature can take action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.

Make Whole

7th Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: Touch, Duration: Instantaneous, Prerequisites: 3 Water Crafting Powers, Uses Per Day: 1

With an extreme act of will, you push yourself and your furies nearly to their breaking point to heal someone. You restore 100 hit points to the target and remove all levels of exhaustion and the Blinded, Deafened, and Poisoned conditions.

After you heal your target, you make a DC 20 Constitution Saving Throw or take 1d4 + 1 levels of exhaustion. If the target is at least three-quarters submerged in water, you have advantage on the save.

Mass Drown

6th Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 60 Feet, Duration: Instantaneous, Prerequisites: Drown, 2 additional Water Crafting Powers, Uses Per Day: 1

Same as Drown, but you can affect a number of creatures equal to your Charisma Modifier.

Obscuring Cloud

1st level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 120 ft., Duration: Concentration up to 1 hour, Prerequisites: None Uses Per Day: 4

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere is Heavily Obscured. It lasts for the duration or until a strong wind disperses it.

Practiced Empath

1st Level, Crafting Type: Passive, Range: Self, Prerequisites: None

Your long connection to your water fury lets you better read and manipulate those around you. You gain proficiency in the Insight and Persuasion Skills. If you were already proficient in either of these skills, you now have expertise.

Restore the Body

5th level, Crafting Type: Immediate, Manifesting Time: 1 hour, Range: Touch, Duration: Instantaneous, Prerequisites: 3 Water Fury Powers, Uses Per Day: 2

As you place your hand into the healing tub or other body of water your target is in, you let loose your fury. With your guidance, the fury goes about healing significant damage to the subject's body. This kind of delicate and strenuous healing is extremely taxing on both the healer and their furies. If you use this power against a target who is not at least three-quarters submerged in water, you must make a DC 15 Constitution Save or take 1d3 points of Exhaustion.

At the end of the Manifesting Time, you may remove one of the following effects:

  • All Levels of Exhaustion
  • The Petrified, Blinded, Deafened, Poisoned, or Stunned Condition
  • Any reduction to one of the target's ability scores.
  • Any reduction to the target's Hit Point maximum.
  • You can cause the target to regrow a lost limb or facial feature such as a nose, ear, or eye.

Restore to Life

3rd Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: Touch, Duration: Instantaneous, Prerequisites: 2 Water Crafting Powers, Uses Per Day: 3

You use your will and your furies to yank someone back from the brink of death. You target one creature who is dead but has been dead for less than 1 minute. You use your furies to restore that person to 0 hit points, and they are stable.

After you use this power, you make a DC 15 Constitution Saving Throw or take 1d3 points of Exhaustion. If the subject of this power is at least three-quartered submerged in water, you have advantage on the save.

Scramble

5th Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 120 feet, Duration: Instantaneous, Prerequisites: 3 Water Crafting Powers Uses Per Day: 2

You choose a point within range and use your furies to cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this power.

A target takes 8d6 psychic damage on a failed save or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws, to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Self Sustain

2nd Level, Crafting Type: Immediate, Manifesting Time: 1 Bonus Action, Range: Self, Duration: Immediate, Prerequisites: None, Uses Per Day: 3

Using your furies, you tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your Fury Crafting ability modifier. Those dice are then expended.

Sense Intent

2nd Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration, up to 1 minute, Prerequisites: None Uses Per Day: 2

Your fury allows you to sense the thoughts and feelings of those near you. You activate one of the effects below. Until the power ends, you can activate either effect as an action on your later turns.

Sense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts but know that a thinking creature is present.

Read Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As an action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind. Until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Fury Crafting) check against your spell save DC, ending the spell on a success.

Shift Form

1st Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: 1 hour, Prerequisites: None, Uses Per Day: 4

You use your furies to shift and alter your form. You make yourself—including your clothing, armor, weapons, and other belongings on your person look different until the power ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the disguise is up to you. The changes wrought by this crafting fail to hold up to physical inspection. For example, if you use this crafting to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your Crafting save DC.

Suppress Furies

8th Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 30-foot cone, Duration: Concentration, up to 1 minute, Prerequisites: 4 Water Crafting Powers, Uses Per Day: 1

You blast the minds of creatures in the area with emotion, confounding their abilities to manifest their furies. Each Target makes an Intelligence Saving Throw or takes 10d12 Psychic Damage and loses the ability to manifest any non-Minor furies. If targets pass the save, they take half damage and can still manifest furies. Targets can repeat the save at the end of each turn.

Swift Healing

1st level, Crafting Type: Immediate, Manifesting Time: 1 Bonus Action, Range: 30 ft., Duration: Instantaneous, Prerequisites: None Uses Per Day: 4

You push your fury out and use it to mend the minor wounds of a nearby ally quickly. You heal 2d4 + your Charisma modifier hit points.

Swirling Shield

1st Level, Crafting Type: Active, Manifesting Time: 1 Bonus Action, Range: Self, Duration: Concentration, up to 1 minute, Prerequisites: None, Uses Per Day: 3

You shape your fury into a swirling shield on your arm. For the duration, you have a +2 to your Armor Class.

Tidal Wave

3rd Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 60 feet, Duration: Instantaneous, Prerequisites: 2 Water Crafting Powers, Uses Per Day: 2

You bid your furies to draw up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Wall of Water

3rd Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 60 feet, Duration: Concentration, up to 1 minute, Prerequisites: 2 Water Crafting Powers, Uses Per Day: 2

You use your furies to create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.

The wall vanishes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Water Bubble

4th Level, Crafting Type: Active, Manifesting Time: 1 Minute, Range: Self(10-foot radius), Duration: 1 Hour, Prerequisites: 2 Water Crafting Powers, Uses Per Day: 2

You and your furies form a 10-foot radius bubble of air underwater. Creatures who stay within the bubble can breathe freely for the duration. In addition, you and any ally touching you have a swim speed equal to your walking speed for the duration of the power.

Water Sending

3rd Level, Crafting Type: Active, Manifesting Time: 1 minute, Range: 100 miles, Duration: Concentration, up to 10 minutes, Prerequisites: 2 Water Crafting Powers Uses Per Day: 2

You step out into a body of water, such as a sea or river. You then use your furies to project an image of yourself to a point in a connected body of water within the range.

You can see and hear through this Sending, and converse with people as if you were standing before them.

If you are trying to contact a specific creature you are aware of, your furies can locate them as long as they are within 5 ft of a body of water connected to the one you are manifesting from.

Water Whip

4th Level, Crafting Type: Active, Manifesting Time: 1 Bonus Action, Range: Self(30-feet), Duration: Concentration, up to 1 minute, Prerequisites: 2 Water Crafting Powers, Uses Per Day: 2

You shape your fury into a long lash of water that envelopes your arm and has a reach of 30 feet. On the turn, you manifest this power, and on subsequent, you can make a Fury Crafting attack as an action.

On a hit, the target takes 4d8 + your Charisma modifier Bludgeoning damage and is pulled up to 30 feet toward you; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your Fury Crafting save DC).

Watery Sphere

4th Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 90 feet, Duration: Concentration, up to 1 minute, Prerequisites: 2 Water Crafting Powers, Uses Per Day: 2

Your furies form a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the power's duration.

Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a larger or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or another drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the power ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the place where it falls. The water then recedes back into the ground.

Water Furies come in all shapes and sizes

Water Crafting is a versatile and flexible practice


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