Planeswalker - Water in Verum | World Anvil

Planeswalker - Water

Created by Ravion and Trillion

Requirements:


Full Caster, Must know a 3rd Level or higher spell related to Water/Cold


  Saving throw DC for Planeswalker: Water abilities is 8 + Your Proficiency + Your Spellcasting Modifier + Your Prestige    

Tier 1: Level 4

  You gain the following abilities:   Watery Grasp: When you make an attack or hard cast a spell that deals cold damage to any targets, you may choose a number such targets up to your proficiency modifier. The affected targets must make a constitution saving throw, or lose their reaction until the start of your next turn. You may use this three times per long rest.   Aquatic adept: If you do not have a swim speed, you gain a 30 ft swim speed. If you already possess a swim speed, increase it by 15. You may cast water breathing once per day as an action, without expending a spell slot.    

Tier 2: Level 8

  You gain the following abilities:   Planar attunement: You gain resistance to cold damage. If you already have resistance to cold damage, instead gain DR to cold damage equal to your proficiency.   Drowning Bell: When you make an attack or hard cast a spell that deals cold damage, you may use your bonus action to force a number of targets up to your proficiency modifier to make a constitution saving throw. These targets must have been damaged by the attack or spell in question. When a target fails, they are considered silenced until the end of their next turn. You may use this once per Long rest.   Ocean's Fury: As an action, you call upon the fury of the elemental plane of water. For the next minute, all your attacks and spells deal an additional 2 points of cold damage. The additional damage from this can only benefit one damage roll per target. This amount increases to 4 at level 12. This may occur once per Long rest.    

Tier 3: Level 12

  You gain the following abilities:   Abyssal Depths: You summon the might of the Plane of Water to completely entrap your foes. As an action, you can select a number of foes up to your proficiency bonus + your spell casting modifier within 90 ft. and force them to make a constitution saving throw. If they have been hit by cold damage in the last round, the save is made at disadvantage. On failure, they are stunned until the start of your next turn. You are also stunned for the same duration. You can use this once per long rest. If the stun on you is removed, it is also removed on the affected enemies.   Aqua Dominus: While you are affected by water breathing, you suffer no disadvantages to attacking or casting spells while in or under water. While Ocean's Fury is active, you gain elemental adept when you deal cold damage, and you regain your uses of Watery Grasp and Drowning Bell. This refresh can only occur once per long rest.    

Prestige bonuses

 
Prestige 1
Whirlpool: As a bonus action, you can create a 10ft radius tidal pool at any point you can see within 60 ft of yourself. This tidal pool lasts 1 minute. Creatures who enter the area, or start their turn in it, must make a strength saving throw or be restrained. Creatures restrained in this way take an additional 3 cold whenever they are damaged by another source. This damage occurs once per turn. A creature affected by this can make a save at the end of their turn to remove the effect. Once they make the save, they cannot be affected by this ability again. This ability can be used twice per long rest.  
Prestige 2
Water binding: As an action, you can attempt to tether up to three creatures within 15 feet of each other Within 120ft of you. The creatures must make a strength saving throw or they are bound to each other. They cannot move more than twenty feet from each other. This effect lasts for 1d4 rounds and can be used once per long rest.  
Prestige 3
Blessings of Planar Might: Cold damage you deal bypasses resistance.  
Prestige 4
Surging tides: As a bonus action, you can activate Surging Tides. For the rest of your next 3 turns, when you hit a target with cold damage, all enemies within 10ft of the target are struck with a blast of icy ocean water, dealing 2d6 cold damage and have their movement speeds reduced by 15ft. An enemy can only be affected by surging tides once per round. The speed debuff does not stack from hits of Surging Tides. You can do this a number of times equal to your Prestige per long rest.