The Water Tyrant Profession in Zoetrope | World Anvil

The Water Tyrant

Warlock Subclass
Some swear themselves to the service of Wydra, an Elemental Prince of Water. In return for acting as his agents upon the mortal plane, the Crashing One empowers these blackgaurds with fearsome elemental abilities. But this favor does not come without consequences; a mystical and physical elemental transformation progresses with deeper devotion to the Water Tyrant's cause. The Water Tyrant patron for warlocks is as follows.
Expanded Spells
The Water Tyrant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Some of the spells offered by this feature normally allow a caster the choice of one of the four elements when the spell is cast. However, when you cast such a spell you learned due to this feature water is chosen for you. For instance, if you know Summon Elemental due to this feature it always conjures an water elemental spirit when you cast it.
Spell Level
Spells
1
Create or Destroy Water, Fog Cloud
2
Binding Ice, Snowball Swarm
3
Sleet Storm, Tidal Wave
4
Summon Elemental [Water], Control Water
5
Conjure Elemental [Water], Maelstrom
Elemental Affinity
Starting at 1st level, elemental creatures sense your connection to the Water Tyrant. Evil and neutral water elementals feel an affinity towards you; their initial disposition towards you is friendly, and they will not deliberately attack you directly or indirectly unless their disposition changes to hostile. Additionally, intelligent water elementals understand your spoken words even if you do not share a language, and you are able to understand thier attempts to communicate as well.
However, the initial disposition of good aligned water elementals and all fire elementals towards you is hostile and can only be improved to indifferent at best under normal (non-magical) circumstances.
Fluid
The Water Tyrant requires his favored agents to be adaptable and flexible in all situations, able to be patient when prudent and timely when relevant, and most importantly to pivot when necessary. At 1st level, you gain proficiency with your choice of medium armor or shields. You also gain a tool proficiency of your choice. Additionally, choose one from Deception, Insight, Intimidation, Investigation, Perception, Persuasion, and Stealth; you gain proficiency with the chosen skill.
At 6th level, you gain proficiency with Constitution saving throws. You also gain proficiency with either medium armor or shields (the one you did not choose at 1st level).
Starting at 10th level, you can add half your proficiency bonus (rounded down) to any ability check you make that doesn't already include your proficiency bonus.
Favor of the Water Tyrant
Starting at 1st level, the Water Tyrant bestows upon you the benefits of his favor; enabling you to live just as comfortably in or upon liquids as a creature native to such environments But, with each level you take in this class beyond 1st level your appearance starts to abruptly change. If you have hair you begin to lose it and you are completely hairless by 6th level, at which point you start to develop fins along your forearms, calves, back, and perhaps even as a crest upon your head. Your pupils widen and by 6th level have become more spherical and darker while the whites of your eyes become opalescent and change to any of a variety of colors ranging from pearly white to bright gold or aquamarine. Your skin takes on a progressive tint of some shade of blue or blue-green and by 10th level is semi-transluscent. Due to this, it becomes progressively more difficult for you to pass as normal, and this may sometimes cause complications for you at the DM's discretion.
In addition to these physical changes, the Water Tyrant periodically grants you further evidence of their favor as you prove yourself worthy, as follows:
  • At 1st level, if you cannot already breathe underwater, you develop gills and can now breathe underwater (or in any liquid). Additionally, if you do not have a swim speed, you grow webbing between your fingers and toes and gain a swim speed equal to double your walking speed; otherwise your existing swim speed improves by a number of feet equal to your walking speed.
  • At 6th level, if you do not already have Darkvision, you gain it with a range of 60 feet. Otherwise your existing Darkvision's range is increased by 60 feet. In either case, your underwater visibility distance is doubled.
  • At 10th level, you gain resistance to acid, bludgeoning, and cold damage.
  • At 14th level, while submerged in water or similar liquids, you have advantage on all Acrobatics and Athletics checks, and on all grappling related attacks, checks, and saving throws.
Elemental Transmogrification: starting at 14th level, your creature type changes to elemental. However, your native plane remains the plane you were born on.
Pact of the Primordials
At 3rd level, when you gain the Pact Boon feature, you must select the Pact of the Primordials [Water] and may not change this Pact for another while you have this subclass.

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