HYDRO
Filling the seas, snaking through hill and dale, and hidden through the vast skies, water is the most prevalent force on the planet. Those who can shape it are masters of creation, able to call upon the power of water, whatever shape it may take. Surging jets and crushing waves, creeping fog and freezing rain, spears of ice and driving snow are but a few weapons in the hand of one who wields the power of Hydro.
Whatever other sorceries lie at your disposal, Hydro will remain among your most versatile assets. With the power to freeze the battlefield, heal the injured, and sweep over tides of enemies, a master of Hydro, like the waters they wield, can adapt to fit the needs of any situation. Most Hydro abilities offer a variety of uses, allowing you to fill multiple roles in the group. Many Hydro Arcanum make use of the Soaked status, a condition noting that the affected creature has been covered in water and is now dripping wet. This condition has little effect on the creature (other than perhaps making them quite uncomfortable), but a great many Hydro abilities key off the condition, gaining new or more powerful effects against Soaked creatures. The water wielder must be wary, however; the Soaked status is easily spread to allies as the rains fall on good and evil alike. |
Status: Soaked
The Hydro Arcanum offers a new status effect: Soaked. Soaked means that a creature is dripping wet, soaked to the bone from being immersed in water. This has no effect except to allow other powers to key off damaging or freezing Soaked creatures. There may be other effects Soaked causes on specific creatures, which will be explained in that creature's stat block.
Once the Soaked status has been taken advantage of, it ends.
Once the Soaked status has been taken advantage of, it ends.
prime arcanum
Hydrokinesis
You can alter the shape, movement, and temperature of any volume of water within 10 meters of you and you may extract all the water from a non-magical object or substance as a Half Action.
As an Action, you can mold available water into a shape of your choosing and freeze it into solid ice, creating an object or structure consisting of up to (Hydro x 5) contiguous 1 x 1 meter spaces. The water/ice can take any shape you desire, so long as it is a single block of ice with no moving parts. Your ice structures are as hard as steel, but vulnerable to heat and slowly melt over the course of 6 hours at normal outdoor temperatures. Pick a Hydro Art to reflect the ways you've learned to shape and control water. |
HYDRO ARTS
Chilling Aura
Soaked creatures that start their turn within (Hydro) meters of you become Staggered (Save ends).
Soaked creatures that start their turn within (Hydro) meters of you become Staggered (Save ends).
Cryomancer
Treat all Soaked creatures as though they had +1 Cold Vulnerability. Treat creatures that normally have Cold Vulnerability as though they had an additional +1 Cold Vulnerability.
Treat all Soaked creatures as though they had +1 Cold Vulnerability. Treat creatures that normally have Cold Vulnerability as though they had an additional +1 Cold Vulnerability.
Hemokinesis
(Hydro) times per Scene, when you use a Hydro Arcanum to successfully damage a creature who has blood (or some other water-based fluid) running through their veins, that creature becomes Charmed by you as you take control of the fluid running through their body and control them like a puppet (Save ends).
You can only affect one creature at a time with Hemokinesis.
(Hydro) times per Scene, when you use a Hydro Arcanum to successfully damage a creature who has blood (or some other water-based fluid) running through their veins, that creature becomes Charmed by you as you take control of the fluid running through their body and control them like a puppet (Save ends).
You can only affect one creature at a time with Hemokinesis.
Summon Water
As an Action, summon enough liquid water to instantly fill a (Hydro x Hydro) meter volume with water or Soak a (Hydro x Hydro) meter area of ground.
As an Action, summon enough liquid water to instantly fill a (Hydro x Hydro) meter volume with water or Soak a (Hydro x Hydro) meter area of ground.
Surf
As an Action, you can summon a surging wave of water, which you surf along through occupied or unoccupied spaces for up to (Hydro +1) meters. Any creature whose space you move through becomes Soaked.
As an Action, you can summon a surging wave of water, which you surf along through occupied or unoccupied spaces for up to (Hydro +1) meters. Any creature whose space you move through becomes Soaked.
Vital Surge
You may use a Half Action to give an ally 1d6 +(Hydro) Endurance
You may use a Half Action to give an ally 1d6 +(Hydro) Endurance
Water Darts
You can use darts of water either as ammunition for a ranged weapon or as a thrown weapon with a 10 meter range, a +(Hydro) bonus to Ranged, and a base damage of 1. You have an unlimited supply of these darts and creatures hit by your Water Darts become Soaked.
You can use darts of water either as ammunition for a ranged weapon or as a thrown weapon with a 10 meter range, a +(Hydro) bonus to Ranged, and a base damage of 1. You have an unlimited supply of these darts and creatures hit by your Water Darts become Soaked.
Water Freedom
While submerged in water, you:
While submerged in water, you:
- Do not need to make a Feat to swim and are not Slowed by swimming
- Do not grant Advantage to land-based enemies who are not swimming
- Have Advantage on land-based enemies who are swimming
- Can breathe normally