Tidekeeper
"A specialized elemental wizard, the Tidekeeper is a controller of water in all its forms — liquid, vapor, and pressure. Capable of conjuring and manipulating water at will, the Tidekeeper floods terrain, soaks enemies, and pressurizes water into destructive force. They act as both battlefield disruptors and situational support, offering a balance of area control, debuff synergy, and light healing through aquatic mastery."
The Tidekeeper is a mage specializing in mastering the Water affinity. They can manipulate existing water or conjure their own. Manipulating existing water can be done with bodies of water, puddles, water in barrels, in wells, and more. Any spells cast with existing water can be done so with bonus actions. Conjuring water spells costs an action point instead. When landing a water spell on an enemy or object, it will give them the Wet status for 2 turns, making them vulnerable to Thunder spells and more. Using neutral, non-damaging water spells on allies can put them out of fire if necessary.
Abilities:
Ray of Water – Casts a ray of pressurized water at an enemy. Can roll to push back
Flood Zone – You conjure a sphere of water that makes an area inaccessible without being able to swim through it. The sphere will remain for 3 turns and can be moved.
Revitalizing Mist – Casts a surge of water in a medium radius from yourself, putting out fires and raising the effects of healing to allies.
Waterbind – You cast a spell at any creature that is Wet, and the water on them binds them, taking away their next turn.
Aqueous Curtain – You summon a wall of water that can intercept any ranged attacks that pass through it, like arrows or fire spells.
Ultimate Ability – Monsoon – You cast a wave of water that descends upon the battlefield, applying Wet statuses to everything, putting out fires and electrifying electric components, and allowing you to use the water from the puddles with bonus actions.

Type: Magic DPS
Weapon/Tool: Water Staff
Origin: Varied