The water school is far more Zephyr-like than most schools. It's about patience, it's about being careful, it's about change. Water is the basis of all life and can take many forms, but sometimes you aren’t in charge of that. As water changes with the environment around it, and because of that, you must be patient, you must be careful, and you must be open to change.
But much like the ocean the deeper you go, the darker it comes, the more the pressure takes you.
Casters swap out Ice or fire spells for water.
Drench Condition. Getting hit by water spells makes the target Drench. While Drenched, the next condition from Fire, Ice, or Lightning schools have special interactions that last 1 round:
Smoldering: Creates Mist that Blinds and blocks vision inside.
Hampered: Slows Targets. If already Slow, Restrained.
Charged: Lightning attacks have Advantage. Drenched targets have Disadvantage on Saves from Lightning spells
Water Control. If near water, -1 Mana cost (minimum 1) If in especially hot/dry area, +1 Mana cost
Aqua Jet
Cantrip, Single Targetbludgeoning. Choose 1:
- Fire a water jet at target
- Propel yourself in a jet of water and hit the target.
On hit: Drenched, On Crit: push 2 spaces if same size or smaller.
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Octopus Stance
Tier 1, Self+Key. Coat your arms in water tendrils. Gain +KEY Armor and Resistance to Fire. While concentrating, you can attack with the water tendrils.
On Hit: Drenched. On Crit: Restrained .
Blessed Rains
Tier 2, AoE3x3 AoE, Create a small locatized rain in the area. Restore 1d8+KEY Hit Points for allies once per casting. Spend 1 action to move the rain. All targets in the area are Drenched. .
Water Tunnel
Tier 2, SelfDefend for free, use water as a shield to force the attack at disadvantage, then Drench.
Water Sprout
Tier 3, AoEbludgeoning. On Hit: Drenched. STR Save. On failure: full damage and knocked prone. On Success: Half Damage. .
Raffers
Tier 4, SpecialBludgeoning. Move 10 for free manifesting water under your feet. Those in your path and adjacent to you are Drenched and make a DEX Save or take damage and push 2 spaces away from you. Targets can’t be affected by this spell more than once. .
Thalassophobia
Tier 5, Single TargetRestrain medium size or smaller target on failed STR Save, and Drench. Half damage on success and not restrained. On future turns, Deal 20 Damage to target, you must use an action to maintain this spell, can move the restrained 3 spaces. .
Blood Bend
Tier 6, Single TargetMedium size or smaller target makes a STR Save, larger Creatures make it at Advantage. On failure, choose 1 when you cast and on future turns, use 2 actions to repeat:
- Force them to move 6 and attack an adjacent foe with a simple attack in their statblock.
- Incapacitate target. .
Breathing Bubble
SelfCasting Time: 1 Minute. Conjure an air-filled bubble of water around a creature’s head. The creature cannot drown or suffocate for 1 hour. Any crits or piercing damage against the creature pop the bubble, ending the spell. .
Control Water
SpecialShape a small portion of water to create a harmless effect to your party and dm, or choose 1 from the list:
- Control a form of liquid not inside a creature
- Pull Water from a plant
- Create a cloud
- Remove water from mud to make dirt
- Wash dirt and stains from an object
- Change its color or
- Spent 1 minute to purify water enough for 1 person to drink. .
Water Walk/Surf
Single TargetCasting Time: 1 minute. A creature you touch gains the ability to walk on water for 1 hour. The water surface counts as difficult terrain.
You can concentrate on this spell to instead of the water being difficult terrain, double your movement speed on top and under the water as you surf on the water and swim as fast as a fish. .