The Apostle of Water

Signified by their unique full-body tattoos, Apostles (also known as the Chosen, the Devoted, Harbingers, and Oracles) are mortals that have been elevated to near godhood, granting them immortality and unprecedented control over their respective elements, eventually passing their powers on to their chosen successors (or random children, if no successor has been chosen). At lower levels, Apostles may briefly tap into their respective cosmic power a few times a day. At the highest level, Apostles can alter the fabric of reality itself, and even challenge a god for their place in the pantheon. Created by the goddess Vaka, many have wielded this power for good, and several for evil. Which will you choose?
 

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.
— Njord, Krakensbane and God of the Ocean

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 modifier

Spellcasting 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 Table
Water Spells
Apostle LevelSpell
Level 21st Level - Water Bullet

Obojima: Tales from the Tall Grass

Water Bullet

1-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.
  • 1–10 feet: 5d6
  • 11–60 feet: 4d6
  • 61–90 feet: 3d6
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
Level 42nd Level - Water Bindings

Water Magic

Water Bindings

2-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.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Wizard, Sorcerer, Druid
Level 63rd Level - Vortex of Steam

Deep Magic Volume 2 (p.236)

Vortex of Steam

3-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
Level 84th Level - Drown

GM Binder

Drown

4-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
Level 105th Level - Submerge

Obojima: Tales from the Tall Grass

Submerge

5-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
Level 126th Level - Cutting Water

Water Magic

Cutting Water

5-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.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every level above 5th.

Class(es): Wizard, Sorcerer, Druid
Level 147th Level - Primordial Tides

DND Unleashed

Primordial Tides

7-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting 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:  
  • Round 1. Targets must make a Constitution saving throw. On a failure, a target takes 7d6 cold damage and its speed is reduced by 20 feet until the next pulse. On a success, a target takes half damage and its speed is not reduced.
  • Round 2. Targets must make a Strength saving throw. On a failure, a target takes 4d6 lightning damage and 3d6 thunder damage and is knocked prone. On a success, a target takes half damage and isn't knocked prone.
  • Round 3. Targets must make a Dexterity saving throw. On a failure, a target takes 7d6 fire damage and is lit ablaze. Until someone takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns. On a success, a target takes half damage and is not lit ablaze.
  • 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
    Level 168th Level - Seamantle

    Pathfinder

    Seamantle

    8-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
    Level 189th Level - Sudden Sea

    GM Binder

    Sudden Sea

    9-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

    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 Table
     
    Your choice grants you elemental abilities, elemental spells, and additional abilities called Epiphanies, which you gain every other level (2nd, 4th, 6th...). There can only be one Apostle of each type, so coordinate with your party and your DM to ensure no one has the same element. This power system was made to be easy to create, so work with your DM to build a brand new Apostolic Element if none of the above options sound appealing. Just remember to follow the naming scheme! Characters that possess any of the original twenty powers created by Vaka are known as Apostles. Apostles that have attained divinity by dethroning or merging with their equivalent God are known as Harbingers. Elemental powers created by the Apostle of Knowledge (or another character) in the Ritual of Apotheosis are known as Heirophants. Finally, the few characters bestowed with the powers of the Creator's themselves (by providence, ritual, or other means) are known as Heralds.

    Tribulation

    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: Blindness
    Blindness
    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
    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 know
    Hobbled
    Hobbled
    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
    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
    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 Epiphanies

    Waterbending - 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 Manipulation

    The Grand Game

    Water Manipulation

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30ft
    Components: Somatic
    Duration: 1 Hour
    You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously clean or soil an object or willing creature.
  • The water is purified and rendered fresh for drinking and free of poison and disease until it is either consumed or this effect is used again.
  • You can move and relocate water from one container to another, or from a source to a container like filling a waterskin, a barrel or a bottle.
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Available for: Apostle, Druid, Sorcerer

    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 Link

    Liquid 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:
  • The Trident (+1) deals 1d8(1d10)+1 Water(Piercing) Damage. The Shield (+1) adds a total of +3 to your AC.
  • You are proficient in the use of both the trident and the shield.
  • While holding the shield, you have advantage on Dexterity Saving Throws against area of effect spells and traps that have an effect you can see.
  • When you make the attack action on your turn and attack with the trident, you may make two attacks instead of one (or one additional attack). For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using this weapon.
  • You may choose to throw the trident as part of an attack. If it hits, it explodes in your choice of frigid or scalding water. All creatures within 5 feet of the point struck take 3d6 damage of either Water (Fire) or Water (Cold) damage, at your choice.
  • As a bonus action on your turn, you can re-create the trident in your hand.
  • Both the Trident and the Shield improve as you level up. At 11th Level, the Trident's damage increases to 1d10(1d12)+2, and the Shield (+2) now adds a total of +4 to your AC. At 16th Level, you can now make two additional attacks with the Trident; the Trident's damage increases to 2d8(2d10)+3, and the Shield (+3) now adds a total of +5 to your AC. When you become a Harbinger, you can now make two additional attacks with the Trident; the Trident's damage increases to 2d10(2d12)+5, and the Shield (+4) now adds a total of +6 to your AC.  

    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 Lash

    Homebrew

    Water Lash

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S
    Attack/Save: ranged spell attack
    Damage/Effect: bludgeoning
    You conjure a whip of churning water that lashes out at a creature within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d6 bludgeoning damage and must succeed on a Strength saving throw or be pulled 10 feet closer to you.
    At higher levels: The spell’s damage increases when you reach higher levels:• At 5th level: 2d6• At 11th level: 3d6• At 17th level: 4d6
    Available for: Shaman
    1st Level - Create or Destroy Water

    Create or Destroy Water

    1-level Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous
    Components V, S, M
    Materials a drop of water if creating water or a few grains of sand if destroying it

    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.

    Class(es): Cleric, Druid, Sorcerer (Divine Soul)
    2nd Level - Water Walk

    Homebrew

    Water Walking

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 30ft
    Components: V, S
    Duration: 1 hour
    You bless up to six willing creatures you can see within range. For the duration, the targets can move across any liquid surfacesuch as water, acid, mud, snow, quicksand, or lava as if it were harmless solid ground.
    Available for: Shaman
    3rd Level - Water Breathing

    Water Magic

    Water Breathing

    3-level Transmutation (ritual)

    Casting Time 1 action
    Range 30ft
    Duration 24 hours
    Components V, S, M
    Materials A short piece of reed

    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.

    Class(es): Druid, Ranger, Sorcerer, Wizard
    4th Level - Watery Sphere

    Replacement Series

    Watery Sphere

    4-level Conjuration

    Casting Time 1 action
    Range 90 feet
    Duration Concentration, Up to 1 minute
    Components V, S, M
    Materials A drop of water

    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.

    Class(es): Druid, Sorcerer, Wizard
    4th Level - Control Water

    Control Water

    4-level Transmutation

    Casting Time 1 Action
    Range 300ft
    Duration Concentration, Up to Ten Minutes
    Components V, S, M
    Materials a drop of water and a pinch of dust

    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.

    Class(es): Cleric, Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)
     

    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:
  • As an Action, make an Spell Attack against a target within 30ft. On hit, the creature takes 4d12 Water(Slashing) damage. This acts as a standard melee or ranged weapon for the purposes of Multiattack.When summoning the Mizu-Ito, you may make one Attack as part of the summoning Action.
  • As a Bonus Action, you may attempt to restrain a creature within 15ft. The target must make a Strength Saving Throw against your Spell Save DC or be restrained for up to one minute. Creatures may repeat the Saving Throw at the end of each of their turns.
  • As a Reaction, the ribbons solidify into a shield, granting you the effect of the Shield spell.
  • As a Free Action, you may slide on the strings, giving you a +10 bonus to your base speed.
  • You may use this ability a number of times equal to your Proficiency Bonus.

    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 Grave

    The Grand Game

    Watery Grave

    9-level Transmutation

    Casting Time: 1 action
    Range/Area: 15ft
    Components: V, S, M
    Materials: Blood of a Harbinger
    Duration: Concentration, up to 1 minute
    Attack/Save: Strength Saving Throw
    Damage/Effect: Water(Force)
    As an action, choose up to three creatures you can see within 15ft. Targets must make a Strength Saving Throw or watch helplessly as chains of water appear through a rift and drag them inward, pulling them to the bottom of the Ocean, where they begin Suffocating. Creatures may survive the effects of Suffocation for a number of rounds equal to their Constitution modifier + 1. At the start of their next turn after this, they drop to 0 hit points and can’t regain hit points or be stabilized until they can breathe again. While conscious, targets suffer 2d10 Water damage at the start of each of their turns as they are attacked by various sea creatures. At the end of each of their turns, they may reattempt the Strength Saving Throw with a -1 to their saves for each turn they have spent underwater. For as long as you can Concentrate (up to 1 minute), the targets are held there, drowning. If a creature has not succeeded on the Saving Throw by the end of this spell, the effect becomes permanent. The body of a creature that is killed by this spell slowly floats back to the surface of the Ocean, washing ashore on a random continent after 1d10 days.   If a creature succeeds on any of the Saving Throws associated with this spell, the effect immediately ends.
    Available for: Apostle, Harbinger

     

    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.
     
    New Feat - Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

    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 Surge

    Action 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

    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.
    If you are able to cast spells, you can't cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   When you receive this ability, you gain one use of Rage. This increases to two uses at 17th Level, and three times at 20th Level.

    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.   Metamagic

    Metamagic (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.
    Once you use this feature, you can’t use it again until you finish a long rest.

    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:  
    Ascension is the pinnacle of power that an Apostle can attain. By dethroning or killing the God of their chosen Element, the Apostle assumes their place in the pantheon, becoming a God themselves, gaining unimaginable power in the process and gaining the title of Harbinger. A Harbinger is something to be in awe of, and something to be feared.

    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 Wave

    World Wave

    9-level Transmutation

    Casting Time: 1 action
    Duration: 1 Hour
    Damage/Effect: Magical Bludgeoning
    You cause any sort of natural terrain (including water, forest, desert, tundra, and so on) to surge beneath your feet and safely propel you with devastating force over great distances. This wave of terrain undulates as it passes over the world, harmlessly lifting or stretching objects, creatures, and phenomena with a connection to nature but tearing through and damaging anything else it encounters. When you cast the spell you must choose the wave’s type, either a tsunami or a swell. If you choose a tsunami, you create a 30-foot-high tidal wave of earth or water hurtling across the landscape that lasts for 1 round per level. If you choose a swell, you create a more controlled and gentle 5-foot-high wave that lasts for 1 hour per level. Regardless of its form or composition, the crest of the wave extends 10 feet in front of and behind you, and 5 feet per level to both your left and right. You can stand or sit on the crest of this wave without any fear of falling off it and can even lie down and sleep (or take any other actions you could take if standing on solid ground) as it travels. You can grant up to one additional creature per level the ability to safely accompany you on this wave.   When you first create the wave, you must choose its path by facing the direction you wish it to travel. Once you make this decision, you cannot change it. The wave, in either version, moves at eight times your base land speed. Any object, creature, or phenomena strongly connected to, or a part of, the natural world simply rises up and down with the wave as it passes, taking no damage or injury. However, anything else coming into contact with the wave takes either 6d6 points of bludgeoning damage (if the tsunami) or 1d6 points of bludgeoning damage (if the swell).   The wave damages any manufactured object or structure.   The wave can travel up or down the sides of natural features so long as it does not exceed a 45-degree angle. You cannot alter the dimensions of the wave as it travels. If the wave encounters terrain that it cannot incorporate into itself, the wave simply flows over or around the obstacle (creatures riding the wave are harmlessly displaced to the side to avoid the obstacle) unless the terrain occupies one-half or more of the area of the wave’s crest. In such cases the spell ends in 1d6 rounds as the wave falters and collapses, unless its duration would normally cause it to expire prior to that.   The momentum of the wave carries you forward through this new terrain without any injury until it collapses, at which point you suffer the normal effects of the terrain in which you are deposited. Terrain the wave cannot incorporate includes anything primarily made from fire (such as lava), air (such as an open cliff face), or something man-made (such as a city).   You can only create the wave if standing on the ground. You cannot create it when underground or on terrain that it cannot incorporate.
    Available for: Druid, Oracle

    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

    Casting Time: 1 action
    Range/Area: Self (750ft Radius)
    Components: V, S, M
    Materials: Artifact of Vaka
    Duration: Instantaneous
    Attack/Save: Dexterity Saving Throw
    Damage/Effect: Force, Magical Bludgeoning
    This is a 10th Level or Higher Spell, which can only be cast with an Exalted Artifact of Vaka.   You conjure a 20-foot-radius, 100-foot-tall cylinder of magical water above you and drop it from a height of 200 feet. Each creature within range, as well as those within the 20-foot-radius, 300-foot tall cylinder as the water plummets, including you, must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on its distance from you, as shown in the following table. On a successful save, a creature takes half as much damage. You receive no force damage from this spell.
    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
    Each creature is subject to drowning and/or being swept away from the resulting flood at the DM's discretion.
    Available for: Wizard, Oracle
    The Rune of the Waves
    Type
    Magical, Professional