Champion of Water (4e Paragon Path)

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Champion of Water[edit]

“Water is patient, strong, and cannot be destroyed. Water always wins.”
—Syluhl, Naead Monk, Scroll of Water: The Elements of the World.

Prerequisite: Naead

Your connection to water has not faded with your trip to the surface like most Naeads. In fact, your bond appears to have gotten stronger. Water now seems to obey your commands. In fact it even seems to aid you without a command as long as it is near. This command over water has also given you greater control over most bodies, as water is part of the makeup of almost every creature. You can manipulate the small amount inside of creatures to cure diseases or maybe cause them.

Champion of Water Path Features[edit]

Body Control (11th Level): You gain a +5 bonus to heal checks to end effects related to poison or disease.
Liquidizing Action (11th Level): When you spend an action point to make a move action, you can instead shift your speed. During this move you may shift through squares occupied by enemies and do not provoke opportunity attacks. You must end the movement on an empty square.
Protective Liquid (16th Level): You gain a +1 bonus to AC when occupying a square of water.


Liquid Blast Champion of Water Attack 11
You focus the water around you into a concentrated blast.
Encounter Star.gif Implement, Cold
Standard Action Ranged 5
Requirement: You must be in or adjacent to a body of water.
Target: One creature
Attack: Charisma Vs. Reflex
Hit: 2d8 + Charisma modifier cold damage.
Special: If you are occupying a square of water, the target is also pushed a number of squares equal to your Strength modifier.



Waters of Life Champion of Water Utility 12
The water around you helps in reforming your body.
Encounter Star.gif Water, Healing
Minor Action Personal
Effect: You spend a healing surge.
Special: If you are occupying a square of water, you gain an additional 2d6 hit points.



Tidal Wave Champion of Water Attack 20
You create a tidal wave to crush your foes.
Daily Star.gif Implement, Cold
Standard Action Close blast 3
Target: Each creature in blast
Attack: Charisma Vs. Fortitude
Hit: 4d8 + Charisma modifier cold damage.
Effect: The target is knocked prone.
Special: If you are occupying a square of water, the target is also pushed a number of squares equal to your Strength modifier.



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