The Apostle of Water
Apostle Features
The Apostle is a power system designed to work alongside your standard class, augmenting your abilities as you level up. Your Apostle Level starts at Level 1 when you become an Apostle, whether born with the power or gifted it. Generally, your Apostle Level corresponds to your Character Level, and you gain an Apostle Level by leveling up in your main class. If you become an Apostle above Character Level 1, your Apostle Level increases twice as fast as your Character Level until the two are equal. If your character Ascends to godhood and becomes a Harbinger, both your Apostle Level and Character Level instantly increase to 20. As an Apostle, you are granted additional proficiencies, and the ability to cast spells. When playing a spellcaster class, such as Wizard, Sorcerer, Druid, Bard, or Cleric, you use the Apostle spellcasting rules. When playing a half-caster class, such as Warlock, Paladin, or Ranger, you use the Apostle spellcasting rules when casting Apostle spells, and your classes' spellcasting rules when casting other spells. You gain the following features:Proficiencies
- Saving Throws: Constitution
- Skills: Arcana
- Languages: You learn Primordial and Celestial when you become an Apostle.
Spellcasting
You are a vessel of elemental energy, granted power without your choice, selected by providence to wield powers that even you do not fully understand. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and below for the divine spell list.Cantrips
At 1st level, you know two cantrips of your choice from any classes spell lists. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column of the Apostle table at the bottom of the class description.Spell Slots
The Apostle table shows how many spell slots you have in order to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from any classes' spell list. Spells chosen must be of your element (see Oracle Powers and Damage Types), or pure aether general purpose spells, such as Shield, Counterspell, Dispel Magic, Antimagic Field, etc. The Spells Known column of the Apostle table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level, you can choose to replace one of the spells you know and replace it with another spell from your spell lists, which also must be of a level for which you have spell slots.Put your toes away, you filty mortal. Nobody wants to see that.
Power to Heal or Harm
In addition to the other spells you know at 1st level, you learn both the Cure Wounds spell and the Inflict Wounds spell.Spellcasting Ability
Constitution is your spellcasting ability for your Apostle spells, since you learn your spells through your ability to sustain their effects. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an Apostle spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Constitution modifier Spell attack modifier = your proficiency bonus + your Constitution modifierSpellcasting Focus
When you choose your Element at 1st level, arcane tattoos begin creeping up one of your arms (your choice), acting as a focus for your spells. As your Oracular powers grow, so to do the tattoos, granting you further abilities. At 20th level, the tattoos cover the entire chosen side of your body (minus the face). When an Apostle Ascends, their tattoos grow to encompass their entire body.Apostle Spells
You learn certain spells at their corresponding levels as shown on the Water Spells table in each subclass' description. None of these spells count towards your limit of spells known. Apostle TableApostle Level | Spell |
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Level 2 | 1st Level - Water Bullet
Obojima: Tales from the Tall Grass Water Bullet1-level Evocation Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: bludgeoning
You create a sphere of swirling water that spins rapidly in your hand or mouth before you hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes bludgeoning damage based on how far it is away from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard
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Level 4 | 2nd Level - Water Bindings
Water Magic Water Bindings2-level Evocation Casting Time 1 Action
Range 30 ft
Duration Concentration, 1 Minute
Components V, S
Choose a humanoid that you can see within range. The target must succeed on a Dexterity saving throw or be restrained by ropes or water for the duration. At the end of each of its turns, the target can make a Strength check vs your spell save DC. On a success the spell ends on the target.
Class(es): Wizard, Sorcerer, Druid
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Level 6 | 3rd Level - Vortex of Steam
Deep Magic Volume 2 (p.236) Vortex of Steam3-level Evocation Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Water(Fire), Control
A swirling vortex of hot steam in a 5-foot-radius, 15-foot-high cylinder erupts in the space of a Large or smaller creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 3d6 Water(Fire) damage and is restrained for the duration. On a successful save, the target takes half the damage and isn’t restrained. At the end of each of the target’s turns, it must make another Dexterity saving throw. On a failed save, it takes 3d6 Water(Fire) damage and remains restrained. On a successful save, it doesn’t take any damage and escapes the vortex into an unoccupied space within 5 feet of the vortex.
Until the spell ends, if the vortex isn’t restraining a creature, you can use a bonus action to move it up to 20 feet. If you ram the vortex into a creature, that creature must make the Dexterity saving throw with the DC equal to the vortex’s damage, becoming restrained on a failed save as normal, and the vortex stops moving. When you move the vortex, you can direct it over barriers up to 5 feet tall, hover it at ground level over pits up to 10 feet deep, and skim it across the surface of calm water.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 (both initial and later) for each slot level above 3rd. Available for: Druid, Sorcerer, Warlock, Wizard
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Level 8 | 4th Level - Drown
GM Binder Drown4-level Conjuration Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution Saving Throw
Damage/Effect: Necrotic
You fill a breathing creature's lungs with water. Choose a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the creature takes 9d6 Water damage, cannot speak, and has its movement reduced to 0 as it clutches its throat and chest. At the end of each of its turns, it must make a Constitution saving throw. If a creature fails three saving throws, including the initial saving throw, it drops to 0 Hit points and begins making death saving throws. On a successful saving throw, the creature ejects the water from its lungs, ending the spell. Creatures that can breathe water or do not breathe at all automatically pass their saving throws.
At higher levels: When cast at 9th Level, the target has disadvantage on the Saving Throw, and the damage inflicted doubles each turn as the water begins to boil within the target's lungs. Available for: Druid, Wizard, Oracle
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Level 10 | 5th Level - Submerge
Obojima: Tales from the Tall Grass Submerge5-level Conjuration Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Teleportation
This spell creates a magical link between a body of water within range and another body of water, at any location within 500 miles, on the same plane of existence. You must have seen or touched the destination body of water at least once before. For the duration, any creature can step into the target body of water and exit from the destination body of water by using 5 feet of movement.
Both bodies of water must be large enough for the creature attempting to pass through to become fully submerged. If either body of water isn’t large enough for the creature to become fully submerged, there’s a 25 percent chance that the creature exits from a random body of water on the same plane of existence.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard
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Level 12 | 6th Level - Cutting Water
Water Magic Cutting Water5-level Evocation Casting Time 1 Action
Range Self (20 foot cone)
Duration Instantaneous
Components V, S
A condensed blade of water slices through the air. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 8d8 Water(Slashing) damage on a failed save, or half as much on a successful one.
Class(es): Wizard, Sorcerer, Druid
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Level 14 | 7th Level - Primordial Tides
DND Unleashed Primordial Tides7-level Evocation Ritual - does not require spell slot, takes 10 minutes longerCasting Time: 1 action
Range/Area: Self (60 ft. Cone)
Components: V, S
Duration: 3 Rounds
Attack/Save: Constitution Saving Throw
Damage/Effect: Water(Cold), Lightning, Thunder, Water(Fire)
You release a blast of chaotic magic that washes out from you in a 60-foot cone. Until the spell ends, ground in the area is difficult terrain, and at the end of each of your turns a wave of elemental energy pulses through the area, targeting each creature in the area with a magical effect. The effect is different each round:
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the fire, cold, and lightning damage dealt all increase by 1d6 for each slot level above 7th. Available for: Apostle, Cleric, Druid, Sorcerer
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Level 16 | 8th Level - Seamantle
Pathfinder Seamantle8-level Conjuration Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a cup of water
Duration: 1 minute
You sheathe yourself within a churning column of pure elemental water up to 30 feet high that fills your space. You gain a swim speed equal to your land speed and can see, hear, and breathe normally within the seamantle, but attacks against you are treated as if you were under the surface of the water. You gain improved cover (+8 cover bonus to AC, +4 bonus on DEX saves) against foes that do not have freedom of movement effects. The cover granted by the Seamantle does not enable you to make Stealth checks or prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack rolls or state that they do not function underwater (such as cloudkill).
The seamantle blocks line of effect for any fire spell or supernatural fire effect, but enemies can attempt to use fire spells within the seamantle; this requires a caster level check (DC 20 + spell level), and if successful the fire spell takes as a bubble of steam contained within the seamantle rather than its usual effect.
The seamantle allows you to make a slam attack by forming a pseudopod of water, dealing 4d10 Water and 4d10 Force damage. This slam attack has a reach of 30 feet. In addition, as a standard action, you can attempt to extinguish fires by touch.
You automatically extinguish up to a 10-foot cube of normal fire. Against magical fire effects, your touch acts as dispel magic; this also applies to any non-instantaneous fire affect that comes into contact with you (such as flame blade, flaming sphere, or incendiary cloud). Even if you fail to extinguish a fire, you are not harmed by it. A flaming or flaming burst weapon that strikes you has its power suppressed for 1d4 rounds if the wielder fails a Fortitude save.
Available for: Druid, Wizard, Oracle
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Level 18 | 9th Level - Sudden Sea
GM Binder Sudden Sea9-level Transmutation Casting Time: 1 action
Range/Area: 1 mile
Components: S, M
Materials: 1 cubic foot of Seastone
Duration: Concentration, up to 1 hour
Attack/Save: Dexterity Saving Throw
Damage/Effect: Magical Bludgeoning, Cold
With intense focus, you depress the earth and water speeds to fill the space. Choose a point within range. The land in up to a 1000 foot radius, as you choose, collapses 15 feet and fills with rushing water. Each creature caught in the onslaught of rushing water must make a Dexterity saving throw. A creature takes 12d6 bludgeoning damage and 12d6 cold damage on a failed save, or half as much on a success as they are battered and buffeted about and thrust underwater. Buildings collapse and most objects are inundated by the rushing water. If you maintain concentration on the spell for the entire duration, the sea becomes permanent, otherwise, the water drains away and the land gently returns to its form.
Available for: Druid, Oracle
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Elemental Affinity - Water
At 1st level, your essence is suffused with the raw power of the universe itself, granting you power over a specific facet of existence. Choose one of the following options, which are further detailed in each subclasses individual description: Air, Ashes, Battle, Beasts, Blood, Bones, Death, Earth, Flame, Frost, Gravity, Illusion, Life, Lore, Metal, Moons, Nature, Peace, Shadow, Stars, Storms, Sun, Time, or Water. Additionally, at your DMs discretion, you have access to two additional Apostolic abilities, the Herald of Annihilation and The Herald of Creation. These powers are an amalgamation of every other Apostle power, drawing Epiphanies from each at will. These powers are incredibly strong when wielded correctly, and can quickly overpower all other subclasses available. Speak with your DM if you'd like to use either of these classes. DM Note: These classes are best played as NPCs that travel with the party, rather than by a player. Give these abilities to a player at your discretion, but with the disclaimer that copied Epiphanies should be approved directly by you. Apostle Power TableTribulation
At 1st level, you suffer a Tribulation that comes with a benefit, as well as a hindrance. Your Tribulation cannot be removed or dispelled without Ascending. Choose one of the following options: BlindnessBlindness
Your eyes are obscured, making it difficult for you to see. Starting at 1st level, you cannot see anything beyond 30 feet, but you gain darkvision to that range. At 5th level, the range of your darkvision extends to 60 feet. At 11th level, you gain blindsight out to a range of 30 feet. Starting at 15th level, you gain the ability to cast true seeing without expending a spell slot, though you must complete a short rest before using this ability again.Haunted
Starting at 1st level, you begin to be followed by malevolent spirits wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). You cannot interact with one object or feature of the environment for free (see page 190 of the Player’s Handbook) and must always spend your Action to Use an Object and any object you drop ends up 10 feet away from you. You also learn the mage hand and minor illusion cantrips. At 5th level, you add levitate and silent image to your list of known spells. When you reach 11th level, you add the telekinesis spell to your list of known spells. It does not count against the number of spells you know. At 15th level, you add the reverse gravity spell to your list of known spells. None of these spells count against the number of spells you knowHobbled
At 1st level, one of your legs is permanently wounded, reducing your speed to 20 feet, though it is never reduced further by heavy armor or encumbrance. At 5th level, you gain advantage on all Constitution saving throws. When you reach 11th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. At 15th level, you become immune to exhaustion and do not gain exhaustion levels.Tongues
Starting at 1st level, in times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Celestial, Infernal, or Primordial. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You learn the chosen language. At 5th level, you learn another language of your choice. When you reach 11th level, you gain the ability to understand all languages. At 15th level, you gain the ability to speak and understand all languages.Decaying
At 1st level, your body begins slowly rotting away. You suffer disadvantage on all Charisma ability checks, apart from Charisma (Intimidation) checks. However, you also gain advantage on all Constitution saving throws against disease. At 5th level, you become immune to all diseases. When you reach 11th level, you gain immunity to poisons and the poisoned condition. Starting at 15th level, you gain the ability to cast regenerate without expending a spell slot, though you must complete a long rest before using this ability again.Elemental Friendship
At 1st level when choosing your Tribulation, you also gain the spell Find Familiar, which you can cast as a bonus action. Your familiar takes whatever form you choose as a tiny creature. At 15th level, your familiars size increases up to small or medium (your choice) when prompted and can be mounted for traversal or combat with a fly/walking speed of 60ft.Epiphanies of Water
Epiphanies are abilities unique to the Apostle. As your Apostle Level increases, your understanding of your chosen Element becomes stronger. At 2nd level, you gain the Waterbending Epiphany from the Epiphanies available in your chosen Element, and additional Epiphanies every other level (4th, 6th, 8th, etc.). The Epiphanies are detailed below. Show EpiphaniesWaterbending - Level 2
You learn the spell Water Manipulation. Additionally, you permanently gain the effects of the Water Breathing, and gain a swim speed equal to your walking speed. Cantrip - Water ManipulationThe Grand Game
Water Manipulation
0-level (Cantrip) Transmutation
Aqueous - Level 4
You may take the form of a Water Elemental once per Long Rest. At 12th Level, this increases to two times, and your damage while in this form is doubled. At 20th Level, you may use this form three times, and your damage is now always a Critical Hit on a successful attack. Statblock LinkLiquid Armament - Level 6
You create a trident and shield out of pure water to act as both defense and offense. You gain the following benefits:Aquatic Agility - Level 8
While you are in any amount of water (including rain), your Speed doubles. While your speed is increased in this way, you gain advantage on all Dexterity Saving Throws. At 14th Level, you gain a second Reaction while your Speed is increased. At 20th Level, your Speed is now tripled while in water, and you gain advantage on all Saving Throws against effects you can see.Poseidon's Protection - Level 10
You become resistant to your damage type. Consult the Apostolic Associations and Powers article and table to determine the damage type. At 15th level, you become immune. When you become a Harbinger, you absorb your damage type.One With The Waves - Level 12
You gain the ability to cast the following spells at will: Cantrip - Water LashHomebrew
Water Lash
0-level (Cantrip) Conjuration
Create or Destroy Water
1-level Transmutation
You either create or destroy water.
- Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
- Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Homebrew
Water Walking
2-level Transmutation
Water Magic
Water Breathing
3-level Transmutation (ritual)
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Replacement Series
Watery Sphere
4-level Conjuration
You create a swirling ball of water in a 10-foot radius at a point on the ground or in water you can see within range. Any creature that enters the sphere on its turn or starts its turn in it must succeed on a Strength saving throw or be restrained and trapped within the water. At the start of each of its turns, a restrained target can repeat the saving throw, ending the effect on a success. A Huge or smaller creature partially within the sphere makes its saving throw with advantage, while a Gargantuan creature automatically succeeds. As an action, you can cause the sphere to roll up to 30 feet, carrying all restrained creatures with it and dousing all nonmagical flame it passes through. If this causes a creature in the sphere to collide with a creature outside it, both creatures take 4d6 bludgeoning damage. Restrained creatures are not affected by any terrain the sphere passes over. As a bonus action, you can hurl a restrained creature out of the sphere. It is thrown 20 feet in a direction of your choice and takes 4d6 bludgeoning damage. If it collides with another creature, that creature must make a Dexterity saving throw or take 4d6 bludgeoning damage. When the spell ends, creatures restrained by it fall prone and it extinguishes all fires within 20 feet. The water disappears afterward.
Control Water
4-level Transmutation
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, 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 the area includes a shore, the flooding water spills over onto dry land. 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 down. 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 produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
- Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell 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 spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
- Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Dessicate - Level 14
You touch an object or creature and extract the liquid from it. The target must make a Constitution saving throw, taking 8d10 Water (Negative) damage on a failed save and becoming poisoned until they succeed on the Saving Throw, up to one minute. At the end of each of its turns, the target must make a Constitution Saving Throw, taking 4d10 Water(Negative) damage on a failure. On a success, the effect ends on the target. Creatures that contain no liquids are unaffected by this ability. A creature killed this way turns into a pile of dry dust.Mizu-Ito - Level 16
You gain the ability to summon strings of water that orbit around you as an Action for one minute. The strings have multiple uses:Shield of Water - Level 18
You gain one Legendary Resistance to use at will.Undersea Tomb - Level 20
You learn the spell Watery Grave. 9th Level - Watery GraveThe Grand Game
Watery Grave
9-level Transmutation
Beacon of the Elements
At 3rd level, you gain the ability as an action to focus a first level (or your lowest level) spell slot into a focused mote of energy: a coin with a symbol of your choice on one side, and the Rune of your chosen Element on the other. When given to an ally, the beacon acts as a communication device, allowing you to send and receive messages using the coin as a focus. Additionally, you may teleport to the coin by expending a 5th level or higher spell slot and casting Teleport, targeting the coin. When cast in this way, Teleport has a 100% success rate. The beacon must be in the possession of another creature to use this ability.Fortified
As your body acclimates to the overwhelming power of the Apostolic Elements, it becomes more resilient. Your growing mastery over your chosen Element bolsters your body, allowing you to channel larger amounts of Aether and take more damage. At 4th Level, you gain +1 to your Constitution/Body Score, and your CON/BODY Score can now exceed the maximum of 20. At higher Levels, the bonus increases to +2 (8th Level), +3 (12th Level), and +4 (16th Level). At 20th Level, as you reach the pinnacle of your Apostle status, your body becomes a focus for magic itself, increasing your Constitution/Body Score by another +2 (for a total of +6 from your base CON/BODY Score).Master of Arcana
Beginning at 5th level, you can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can choose a number of creatures equal to your Proficiency Bonus to gain advantage on Saving Throws against your spells. At 10th Level, creatures you designate automatically succeed on their Saving Throws against your spells. At 15th Level, creatures you designate now take no damage from your spells if they would normally take half damage on a successful save. At 20th Level, you may designate any number of creatures to gain the above effects.Elemental Incarnation - Wavebreaker
At 10th Level, you become empowered by your element, granting you the Tough feat, and giving you the ability to activate a state of Elemental Incarnation, gaining the following benefits for one minute as a bonus action once per Long Rest. This increases to two uses at 15th level, and three uses when you Ascend and become a Harbinger.- a) You gain a fly speed of 40 feet. If you already have a fly speed, it increases by 15ft.
- b) While in this form, whenever you make an attack or cast a spell, the target takes an additional 1d8 damage of your associated element. This damage increases by 1d8 when you reach 14th level (2d8), and 18th level (3d8).
- c) Your Trident from the Liquid Armament Epiphany deals an extra 10 Water(Piercing) damage while in this form.
Elemental Vigor
At 15th Character Level, you gain an additional benefit of the DMs choosing that synergizes with your main Class. For example, you might gain an additional use of Action Surge as a Fighter, another Eldritch Invocation as a Warlock, or the ability to use the Portent skill from the Divination school as a Wizard. Pick one of the following options:Vigor of Quickness(Prerequisite: Martial Class)
At 15th Character Level with a Martial class, you gain the Action Surge skill from the Fighter Class. If you already have access to Action Surge, you instead gain the Rage ability from the Barbarian Class. Action SurgeAction Surge (Oracle)
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 20th level, you can use it twice before a rest, but only once on the same turn.
Rage (Oracle)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
- You have resistance to bludgeoning, piercing, and slashing damage.
Vigor of Aether(Prerequisite: Spellcaster or Half-Caster Class)
At 15th Character Level with a Spellcaster or Half-caster class, you gain the Sorcerer classes' Metamagic ability, and gain a number of Sorcery Points equal to half your character level rounded up. If you are already a Sorcerer, you double your available Sorcery Points. MetamagicMetamagic (Oracle)
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 20th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost is.Ultimate Incarnation - Waterborne
At 20th level, you become an avatar of your element, gaining the ability to assume the form of the spirit of water itself - the Waterborne. As an action, you can become an avatar of Water. For 1 minute, you gain all of the abilities of the Elemental Incarnation - Wavebreaker ability, as well as the following benefits:- a) You cast Sudden Sea when you enter this form.
- b) The first time you reach zero hit points while in this form, you heal 1HP and remain conscious.
- c) Gain immunity to all nonmagical weapon attacks and resistance to spell attacks.
- d) You gain the ability to cast any spell related to your element without expending a spell slot once.
Ascension - Harbinger of Water: The Krakensbane
The ultimate feature of the Apostle, Godhood. Upon the death or dethroning of their associated God, the Apostle of Water ascends and becomes a Harbinger, gaining several new abilities:Divine Durability
You gain one additional Legendary Resistance.Divine Speed
You gain an additional action per turn.Divine Resistance
You gain advantage on saving throws against all magical effects.Divine Power
You gain additional 8th and 9th level spell slots, or an additional 24 spell points.Divine Providence - World Wave
You learn the spell World Wave. World WaveWorld Wave
9-level Transmutation
Divine Domain - Red Sea
Once per day, invoke the pinnacle of your power as the Harbinger of Water. As an action and bonus action, you expend one half of your current hit points, and gain the ability to conjure the Water Plane in a 60ft radius around you. While here, you have implicit control over the entire Domain; you can create currents that pull creatures, you can force creatures underwater, you can part the seas to create a battlefield - the possibilities are endless. As a Divine Speed action, you may force the colossal waves of the Water Plane to crash down onto everyone within the Domain, dealing 40d10 Water(Force) damage. If another God or Harbinger casts their Divine Domain while yours is active, make a D20 contest. You may add your Arcana proficiency or Spellcasting Modifier at the DMs discretion. Whichever caster rolls higher succeeds on casting their Domain, while the other's is expended.Artifact Spells - Water
3.5
Diluvial Torrent
9-level Conjuration
Distance From Caster | Damage Recieved |
---|---|
≤ 100ft | 12d10 bludgeoning damage and 12d10 force damage |
101ft - 300ft | 6d10 bludgeoning damage and 6d10 force damage |
≥ 300ft | 3d10 bludgeoning damage and 3d10 force damage |