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Hydromancy

Hydromancy

School of Hydromancy.


As a member of the School of Hydromancy, you focus your study on magic that conjures and manipulates water. Though detractors of this school believe it to be an overly specialized area of study, hydromancy spells actually cover a wide selection of the eight traditional schools of magic. Hydromancers can use their spells to protect themselves and their allies, disperse and destroy their foes, or do many other tasks. Though members of this school are most often sought out by shipmasters or the lords of coastal settlements, they can be found working in an array of diverse occupations and in varied environments.


Level 2 Features:


Hydromancy Savant.


Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that has the hydromancy tag into your spellbook is halved.


Aqueous Magic.


Beginning at 2nd level, you can use magic leftover from your spells to conjure shallow pools of water. When you cast a spell of 1st level or higher using a spell slot, you can create one of these pools centered on a point on the ground that you can see within 30 feet of you. The pool manifests as a 1-inch-deep layer of water on the ground. It covers a 10-foot-radius for a 1st-level spell slot, and the radius increases by 5 feet for each slot level higher than 1st. The pool lasts for 1 minute, and stays in the location it was created for its entire duration, even on inclines or if subjected to strong winds.
If you start your turn standing in one of these pools of water, your speed is increased by 10 feet until the end of the turn. Also, while standing in one of these pools you are aware of any hidden or invisible creatures within 10 feet of you that are also standing within a pool conjured by this feature.
These pools count as bodies of water for your hydromancy spells, and pools that intersect count as the same body of water.


Level 6 Feature:


Watery Transposition.


Starting at 6th level, when you cast a hydromancy spell of 1st level or higher and utilize the spell's hydromancy radius, you can choose to teleport to the point that you chose to cast the spell from. You teleport after the spell is cast.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.


Level 10 Feature:


Elemental Command.


At 10th level, you add the Summon Elemental spell to your spellbook if it is not there already. If the spell is already in your spellbook, you add a wizard spell of your choice with the hydromancy tag instead. You can cast Summon Elemental without expending a spell slot. When you do so, you summon a Water Weird rather than one of the spell's normal options (the DM has the creature's game statistics). The water weird can be bound to one of the pools you create with your Aqueous Magic feature, or bound to a regular body of water.
Once you cast Summon Elemental in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.


Level 14 Feature:


One With The Waves.


Starting at 14th level, the pools created with your Aqueous Magic feature become imbued with stronger magic. While you stand within one of these pools, you gain the following benefits:
-You gain a +2 bonus to your AC.
-You gain advantage on Constitution saving throws.
-You are aware of any hidden or invisible creatures that are also standing within a pool, regardless of distance.





 

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