School of Hydromancy

Wizard Subclass
The School of Hydromancy is a tradition of wizardly magic focused on mastery over water in all its various forms. Generally called Hydromancers, one might naively think practitioners of this style of magic would be reliant on bodies of water, but they are deadly even in the dryest desert as they draw their power not from the natural world but from the primordial Plane of Elemental Water.
 
Elemental Advantage
Starting at 2nd level, once per turn you can add your Intelligence bonus (minimum 1) to one damage roll of any attack you make that inflicts cold damage. Additionally, water elementals summoned, conjured, or charmed by you gain temporary hit points equal to your wizard level when you summon, conjure or charm them.
 
Elemental Mastery
When you reach the 2nd level, 6th level, 10th level, and 14th level of this class you gain an Elemental Mastery of your choice for which you meet the prerequisites from the following options:
Elemental Mastery
Prerequisite
Benefit
Regulator
-
Add Create or Destroy Water to your spellbook. This spell is a wizard spell for you, is always considered to be prepared, does not count against your prepared spell limit, and you may cast it without need of spell components.

When you cast Create or Destroy Water, in addition to the usual options available you may also choose to have created water fall as a heavy snow, which causes the affected area to be lightly obscured (instead of extinguishing exposed flames) and increases the temperature stage in the affected area by one (from Unbearable Heat to Hot, Hot to Warm, Warm to Cool, Cool to Cold, or Cold to Arctic Cold) for the duration of the spell targeting the area plus 2d8 minutes.

When you cast Create or Destroy Water using a spell slot of 2nd Level or higher, you may create or destroy 20 additional gallons of water, and you may increase the size of the cube by 20 feet (when relevant), and your range with the spell increases by 20 feet, for each slot level above 1st.
Swimmer
-
You gain a swimming speed of 30 feet and water breathing. Additionally, if you do not already have Darkvision you gain Darkvision with a range of 30 feet, otherwise your existing Darkvision is improved by 30 feet. In either case, your underwater visibility range is doubled.
Drencher
Tidal Wave
in your spellbook
level 6+
Tidal Wave is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components.

You may cast Tidal Wave using a spell slot of 4th level or higher. When you do, the spell inflicts 1d8 additional cold damage for each spell slot level above 3rd. For instance, if you cast Tidal Wave using a 7th level spell slot it would inflict 4d8 bludgeoning damage and 4d8 cold damage.
Insulator
level 6+
You gain resistance to cold and fire damage. Once per short or long rest, you can grant this resistance to a number of creatures equal to your Intelligence bonus (minimum 1) that you can see within 60 feet; it lasts for a number of minutes equal to your wizard level.
Conjurer
Conjure Elemental
in your spellbook
level 10+
Conjure Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components.

Once per long rest, you can cast Conjure Elemental to conjure some type of water elemental as if using the highest spell slot available to you without using a spell slot.
Summoner
Summon Elemental
in your spellbook
level 10+
Summon Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components.

Once per long rest, you can cast Summon Elemental as if using the highest spell slot available to you without using a spell slot but must choose water as the element when you do so.
Dominator
Dominate Elemental
in your spellbook
level 14
Dominate Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. Additionally, water elementals have disadvantage on their Wisdom saving throws against this spell when cast by you.

Once per long rest, you can cast Dominate Elemental as if using the highest spell slot available to you without using a spell slot, if the target of the spell is some type of water elemental.
Warder
Elemental Mastery Insulator
level 14
You gain immunity to cold damage and the effects of extreme cold. Once per short or long rest, you can grant this immunity to a number of creatures equal to your Intelligence bonus (minimum 1) that you can see within 60 feet; it lasts for a number of minutes equal to your wizard level.

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