Water Manipulator (5e Class)
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"Water is a most versatile resource" Aryanna said, raising her hand in the air, a small amount of water in her palm. "It can hold any form, take any shape..." She lowers her hand, the water not following, being suspended in midair. The water ripples, and as Aryanna focuses on the water, it begins to mold itself into the watery form of a knife. "And it can overcome any obstacle set in its path," as the knife flies forward, stabbing itself into your shoulder. You cry out in pain, as you try to remove the knife, but it's already morphing itself again, tiny barbs begin to protrude from the knife, slicing through skin and taking hold underneath. "Really, I don't know where we would be without it," and with a wave of her hand the knife tears itself free, blood gushing from the now angry wound. You try to staunch the blood, but the knife comes in again, this time finding itself in your chest. As the last flickers of life leave your eyes, the knife once again becomes a puddle of water and flies back to her outstretched hand.
Creating a Water Manipulator
- Quick Build
First, Charisma should be your highest ability score, followed by constitution. Second, choose the hermit background. Third choose the ray of frost and prestidigitation cantrips, along with the 1st-level spells Armor of Agathys and Ice Knife.
As a Water Manipulator you gain the following class features.
- Hit Points
Weapons: Martial Weapons, Finesse Weapons, Quarterstaffs
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Stealth, Nature, Persuasion, Deception, Intimidation, Performance
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Simple Melee weapon or (b) A Melee Finesse Weapon
- A Pouch of Water
- (a) Padded Armor or (b) Leather Armor
- (a) An Explorer's Pack or (b) A Dungeoneer's Pack
|Fluidity Points||Features||—Spell Slots per Spell Level—|
|3rd||+2||3||Manipulator's Paths, Regenerating Waters||4||2||—||—||—||—||—||—||—|
|4th||+2||4||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|8th||+3||8||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|12th||+4||12||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|16th||+5||16||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|19th||+6||19||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
As a Water Manipulator, you can control the flow of magic as if it was water. In addition to spell slots, Water Manipulators use Fluidity Points to cast spells and incite other magical effects. Fluidity points reset after each long rest.
At 1st level, you know two cantrips of your choice from the water manipulator spell list. You learn an additional water manipulator cantrip of your choice at 5th level, 9th level, 13th level, and 17th level for a total of six cantrips.
Creating Spell Slots
You can transform unexpended fluidity points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
Converting a Spell Slot to Fluidity Points
As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of fluidity points equal to the slot's level.
Spells Known of 1st Level and Higher
You know 2 1st-level spells of your choice from the water manipulator spell list. Each level, you may learn one more spell, for total known spells equal to your level plus one (not including Create or Destroy Water). Each of these spells must be of a level for which you have enough Fluidity Points to convert into an appropriate spell slot. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the water manipulator spells you know and replace it with another spell from the water manipulator spell list, which also must be of a level for which you have enough Fluidity Points to convert into an appropriate spell slot. You learn an additional Water Manipulator spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots.
Charisma is your spellcasting ability for your water manipulator spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You know the shape water cantrip. In addition to shape water's noted uses, its range is increased by 30ft and you may use the cantrip to attack. When using shape water to attack, make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing, piercing, or bludgeoning damage (your choice). The spell's damage increases by 1d8 and it's range increases by 5 feet when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You also know the create or destroy water spell and can cast it at 1st level as a bonus action by expending 1 Fluidity Point without using a spell slot.
Starting at 2nd level, you can interpose rushing water between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to cause water to flare between the attacker and yourself before it hits or misses, imposing disadvantage on the attack roll. You can use this feature a number of times equal to your Charisma modifier (rounded down, a minimum of once). You regain all expended uses when you finish a short or long rest.
Starting at 3rd level, Path of the Storm's Body, Path of the River's Blade, Path of the Arctic Flow
Starting at 3rd level, as an action, you may spend 2 Fluidity Points to heal a creature for 1d8 + charisma modifier. If you or the healing target are submerged or drenched in water the healing increases by 1d4. You may spend an action to restore a number of Fluidity Points equal to half of your water manipulator level rounded down. Once you use this feature to return Fluidity Points, you can’t use any part of this feature again until you finish a long rest. At level 9, increase dice by 1d8.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 7th level, you may spend 3 Fluidity Points to drench yourself or your allies in healing water and grant 3d8 temporary hit points divided between 1-3 creatures. Equipment suffers no damage or expiration from being wet. You also learn the tidal wave spell. This spell does not count against your number of spells known.
Starting at 11th level, while you are in standing water or otherwise coated/submerged in water your speed increases by 15 feet. In addition, as an action, you may spend up to a maximum of 10 Fluidity Points to increase your speed by an amount of feet equal to twice the amount of Fluidity Points spent.
Starting at 15th level, You may spend an action and 6 Fluidity Points to freeze water coating your body. While in this state, you are no longer considered to be drenched and can not receive any of the benefits being drenched. Your AC increases by an amount equal to your Charisma modifier (minimum of 1) and you gain resistance to fire and cold damage. This effect ends after taking 60 points of damage or after 8 hours.
At 20th level, you regain 4 expended fluidity points whenever you finish a short rest.
Path of the Storm's Body
- Cloud Body
Starting at 3rd level, you learn the alter self spell and can cast it as an action by spending 3 Fluidity Points. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your body to take but for the spells duration you are not considered to be concentrating on the spell (its duration is not affected by this). Additionally, you may extend the duration of the spell by an hour by spending another Fluidity Point. The damage dealt by the Natural Weapons effect of this spell increases by 1d6 at the 6th level (2d6), 10th level (3d6), 14th level (3d6), and 18th level (4d6). Starting at 13th level you may cast alter self by spending 3 Fluidity Points.
- Typhoon Wings
Starting at 6th level, when under the effects of the alter self spell, you may spend 3 Fluidity Points to end the current option to grant yourself the Typhoon Wings effect. Typhoon Wings grants you a fly speed of 20 feet for its duration as well as allowing you to Dash as a bonus action. For this duration you are still considered to be under the effects of alter self and can change to an alternate effect of the spell at will (effectively ending the Typhoon Wings effect).
- Eye of the Storm
Starting at 10th level, you gain a resistance to lightning damage while you are submerged or drenched in water or while you are under the effects of alter self. In addition, you learn the gust cantrip as well as the gust of wind spell. The spell doesn’t count against your number of spells known.
- Rain's Respite
Starting at 14th level, you regain 1 Fluidity Point every time any water manipulator spell, ability, or feature deals 10 points of damage (this effect may occur up to five times per each instance of damage). You can cast alter self without spending any fluidity points, this ability can't be used again until after a long rest. In addition, you learn the control winds spell. The spell doesn’t count against your number of spells known.
- Torrential Thunder
Starting at 18th level, you learn the call lightning spell. The spell doesn’t count against your number of spells known. In addition, as an action, you may spend 10 Fluidity Points to summon a storm cloud with a 50-foot radius directly above you. If you are outside the radius is increased to 80 feet and if the conditions are already stormy the current storm's radius increases by 100 feet. You may summon a flooding rain from the cloud. All flying creatures in the storm other than you must succeed a Dexterity saving throw or lose 20 feet in height and all other creatures in the storm have disadvantage on the saving throws they make to maintain concentration. Starting one turn after the rain is summoned, any area located directly underneath the storm is considered difficult terrain. The rain persists for a number of turns equal to your Charisma modifier. On your turn, you may dismiss the rain as a bonus action and/or the entire cloud as an action.
Path of the River's Blade
- Drowned Weapon
Starting at 3rd level, you learn the spiritual weapon spell and can cast it as an action by spending 2 Fluidity Points. The spell doesn’t count against your number of spells known. At 5th Level, this weapon attacks in tandem with you if it is within range of a target you use your Attack action on. This action is treated as apart of your Attack action, but you may not use your bonus action to attack with the spiritual weapon. Starting at 10th Level, increase the damage of the weapon by 1d8, and another at 18th level (3d8).
- Rising Tide
Starting at 6th level, While near a body of water, you can summon a series of waves upon land. After doing such, all land within a 120 ft radius becomes flooded with water and is treated as difficult terrain for 1 hour. Creatures within this radius who are on the ground are all treated as drenched as well. Your mastery over water has granted you immunity to any adverse effects caused by this feature, and along with that, the ability to cast water walk at will, without expending a spell slot. (This does not count towards your known spells). You must take a short rest before using the main effect of this feature again.
- Water's Body
Starting at 10th level, you gain the ability to transform into a being entirely composed of water. While in this form, you are treated as drenched, and you gain resistance to acid, slashing, piercing, and bludgeoning damage from a non-magical attack. Using the Drowned Weapon feature (as well as it's effects) costs 0 Fluidity Points as long as you maintain this form as well. However, you also gain a weakness to cold, and each time you take cold damage your speed is reduced by 10 ft for 3 rounds. If your speed reaches 0, you will be rendered incapacitated for 3 rounds. You may maintain this form for up to 1 minute and at 18th Level, the length of time you may hold this form is increased to 10 minutes. You must take a long rest before using this feature again.
- Enhanced Weapon
Starting at 14th level, By spending 3 Fluidity Points, you may increase the size of your drowned weapon. When attacking with the spiritual weapon created by the Drowned Weapon feature, enemies within a 15-foot cone of the weapon must make a Dexterity saving throw. On a failure, a creature takes the full damage of the attack. On a success, the creature takes no damage. In addition, if you are under the effects of Water's Body, this effect applies to any attack you make with your weapon as well. This effect lasts for 1 minute.
Starting at 18th level, You may spend 10 Fluidity Points to draw forth the very life essence of your enemy. Whenever you or your spiritual weapon makes a successful attack against a creature, they must make a Constitution saving throw. On a failure, you cause the target to gain 1 level of exhaustion. From that turn onward, the creature must repeat the saving throw at the start of each of it's turns until it has four successive failures, it succeeds or is rendered incapacitated. On each successive failure, the target gains an additional level of exhaustion.
Path of the Arctic Flow
- Flash Freeze
Starting at 3rd level, you can harness your internal well of magic to lower the temperature of water. You can use 1 fluidity point and a bonus action on a hydromancy attack to freeze the attack and bind the target to itself or an object within 5 ft. The target becomes restrained until the target can succeed on a strength saving throw to escape and takes 1d4 cold damage until it does.
- Ice Wall
Starting at 6th level you can learn the spell 'water wall' without it counting as a spell you know. You can also cast this spell as a level 2 spell instead of level 3. You can use an action and 2 FP to freeze the entirety of the wall or any 5 ft. section of the wall. Each frozen 5 ft. section has an AC of 5 and 15 hp. If a section of the wall is destroyed in one hit, it will shatter and crash down on anybody in it's way. If it lands on a creature they must make a dexterity saving throw to avoid it or take 2d8 bludgeoning damage. If a section of the wall is damaged before it is totally destroyed, it can not shatter.
- Katara's Octopus
Starting at 10th level, you can spend an action and any even number of fluidity points up to 8, to create a number of tentacles equal to half the number of fluidity points used. Each tentacles take 10 gallons of water to create. These tentacles grant you a passive +1 to AC while you have 3 to 7 tentacles summoned and +2 to AC when you have all 8 summoned. It takes one action to create 1-4 tentacles. On your turn you can use an action to attack with them for 1d8 of bludgeoning damage per tentacle up to 6(6d8 max), grapple an enemy within 10 ft. of you, or preemptively defend yourself to gain +1 to AC (this stacks with the passive AC gained). You're movement speed is reduced 10 ft. and you must keep concentration or you will lose control of the tentacles. For every melee attack made against you that is blocked, you lose one tentacle.
- Gara's Defense
Starting at 14th level, you can spend one hour and 5 FP imbuing you life energy into 1 gallon of water to create an automatic shield of water that will protect you from even unforeseen attacks. The water can be out all day, hovering around yourself, or can be stored in a vessel until it is needed. This shield has an AC of 3 and 50 hp. When you are targeted for an attack, the shield will automatically block it without you having to use an action, if an enemy hits the shield for more damage than it has hp, you will take the remaining damage.
- Humidity Freeze
Starting at 18th level, you can freeze the water in the air in a 50 ft. sphere. This area becomes difficult terrain and the creatures inside take 1d6 cold damage per turn they are in it. You can't use this ability again until after a long rest.
Water Manipulator Spell List
Cantrips (0 Level)
Acid Splash, Druidcraft, Friends, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Ray of Frost, True Strike, Shape water (automatic with Hydromancy at first level)
Absorb Elements, Armor of Agathys, Bane, Charm Person, Chromatic Orb, Command, Cure Wounds, Detect Magic, Fog Cloud, Goodberry, Grease, Healing Word, Ice Knife, Purify Food and Drink, Shield, Witch Bolt
Alter Self, Blindness/Deafness, Blur, Hold Person, Melf's Acid Arrow, Mirror Image, Misty Step, Protection from Poison, Snilloc's Snowball Swarm
Counterspell, Create Food and Water, Dispel Magic, Elemental Weapon, Gaseous Form, Hypnotic Pattern, Mass Healing Word, Sleet Storm, Wall of Water, Water Breathing, Water Walk, Tidal Wave
Blight, Control Water, Dimension Door, Elemental Bane, Evard's Black Tentacles, Ice Storm, Storm Sphere, Vitriolic Sphere, Watery Sphere
Cloudkill, Cone of Cold, Conjure Elemental, Maelstrom, Mislead, Wall of Force, Mass Cure Wounds
Freezing Sphere, Wall of Ice, Programmed Illusion
Storm of Vengeance
Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Charisma - 13
Proficiencies. When you multiclass into the class, you gain the following proficiencies: light armor, martial weapons, finesse weapons, quarter staff