Water Blast

You can generate and manipulate some form of liquid. While this is typically water, it may also be a unique substance of your own creation, some otherdimensional "fluid force," or even just a strange construct of space and time that acts like a liquid. The only constant is that it flows like water and tends to be very cold. It can be used to chill your enemies, knock them off their feet, and hammer them into submission.

Some Water Blast features require an attack roll. In all such cases, you are making a ranged attack that you are proficient with, and you add your Dexterity Modifier to the roll. You also add your Dexterity Modifier to the damage.

Water Blast Features

Tidal Dice

Many of your Water Blast features use a resource called Tidal Dice. You can have up to three Tidal Dice at any one time, and some features will add to your Tidal Dice pool while others will consume them as part of their function. Your Tidal Dice are four-sided (d4), but they increase as your level does. At 5th level they become d6, at 9th level they become d8, at 13th level they become d10, and at 17th level they become d12. You lose all available Tidal Dice if you complete three rounds (or about 18 seconds if not in combat) without using one.

Starting at 3rd level, if you have more than one half of your maximum hit points at the beginning of each round, if you have zero Tidal Dice you gain one. At 9th level you gain that Tidal Die regardless of your hit points as long as you are not incapacitated or unconscious.

Chilled

Some of your Water Blast attacks may cause your target to become chilled. A chilled creature suffers from the following effects:

  • Its movement is reduced by half.
  • It is vulnerable to cold damage.
  • It cannot take reactions.
  • If it has a feature that uses its Bonus Action, it must spend its Action to use it.

Chilled effects do not stack with themselves. If a creature is already chilled, further chilled applications do nothing until it wears off.

Healing

Some Water Blast features heal you. Regardless of how many hit points a feature grants you, you may not go above your maximum hit points. If a feature grants temporary hit points, see the Dungeons & Dragons 5th Edition Starter Set for an explanation of how those work.

Aqua Bolt

At 1st level, you can use your Action to select a target you can see within 80 feet and make a ranged attack roll. If successful, the target takes 1d8 cold damage plus 1d8 bludgeoning damage, and you add your Dexterity Modifier to the total. If you add Endurance Dice to this damage, you can choose what kind of damage type each die is. If the attack roll is a critical hit, all attack rolls against the target gain advantage until the end of the target's next turn. If the target takes at least one point of damage, you gain one Tidal Die.

You can use Hydro Blast at 1st level, Dehydrate at 4th level if Water Blast is your Primary Power Set and at 8th level if it is your Secondary Power Set, and Water Jet at 7th level if Water Blast is your Primary Power Set and at 11th level if it is your Secondary Power Set.

  • Hydro Blast (1st): When you use your Aqua Bolt, you can opt to have both damage dice deal cold damage. If you do this and your attack roll is a critical hit, instead of imposing attack roll advantage against that creature, you have the option of knocking the creature prone or chilling it.
  • Dehydrate (4th/8th): When you use your Aqua Bolt and you apply at least one Endurance Die toward the damage, you can heal yourself a number of hit points equal to half of the total Endurance Dice results. You cannot go over your maximum hit points. If you are eligible to gain a Tidal Die when using this feature but have three already, you may opt to roll all three of them and grant yourself temporary hit points equal to the result. This consumes all three dice.
  • Water Jet (7th/11th): Whenever you use your Aqua Bolt at a target that is within 15 feet of you, you can opt to gain advantage on the attack roll. To do so, you must select at least one Endurance Die to be rolled for damage if the attack is successful. Even if it is not, any selected Endurance Dice are sacrificed. Note that you only sacrifice your Endurance Dice this way if you use them to give yourself advantage on the attack roll (otherwise this is a normal Aqua Bolt). Also note that if you gain advantage through some other means, you do not need to sacrifice Endurance. If your Aqua Bolt hits, your target must make a Constitution Saving Throw or be chilled until the end of its next turn. If you are eligible to gain a Tidal Die when using this feature but have three already, you may opt to roll all three of them and grant yourself a second use of Aqua Bolt as part of the same Action, consuming the dice. You can add the results of the Tidal Dice to either the new attack roll or the damage, or divide them between them as you wish. You do not need to select the same target.

Water Burst

At 1st level you can use your action to select a location you can see within 80 feet. Each creature within 15 feet of that location must make a Dexterity Saving Throw or take 2d8 cold damage, and if Large or smaller be knocked prone. If you have any Tidal Dice available you may opt to roll them as part of the damage (but if you do you must roll all of them). If you have three Tidal Dice and you apply them to the damage, any creature that is knocked prone is first thrown 15 feet upward, will take the Tidal Dice damage as bludgeoning, and will be chilled until the end of its next turn. If a creature succeeds with its Saving Throw it takes half damage and is not knocked prone.

You can use Whirlpool at 2nd level if Water Blast is your Primary Power Set and at 4th level if it is your Secondary Power Set, and Geyser at 12th level if Water Blast is your Primary Power Set and at 15th level if it is your Secondary Power Set.

  • Whirlpool (2nd/4th): You may summon your Water Burst not as an explosion of water but as a swirling, churning pool. When you use Water Burst this way, the maximum distance is reduced to 60 feet but the radius of the effect is increased to 25 feet. Each creature that fails its Saving Throw takes damage as normal, but is not knocked prone. Instead, it is chilled and all attack rolls made against it until the end of its next turn will have advantage. Also, if at least one creature takes at least one point of damage, you gain one Tidal Die, but you cannot use the new die as part of the damage for the same use of this feature. You can keep your Whirlpool active until the beginning of your next turn if you maintain concentration. Any creature entering its area of effect must make a Saving Throw upon entering.
  • Geyser (12th/15th): When you summon your Water Burst, you may choose to make the water scalding hot instead of icy. The range is the same but the radius of the effect increases to 25 feet. Each creature suffers fire damage rather than cold damage. Each creature that is knocked upward is thrown 25 feet instead of 15, and when the creature hits the ground it is stunned until the end of its next turn instead of chilled.

Tidal Forces

At 3rd level if Water Blast is your Primary Power Set or at 6th level if it is your Secondary Power Set, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Water Blast attack and damage roll you make until the end of your next turn. Using this feature does not cost an Action but you can only do it on your turn.

Steam Spray

At 10th level if Water Blast is your Primary Power Set or at 14th level if it is your Secondary Power Set, you can emit a blast of scalding steam in a cone 40 feet long and 35 feet wide. Each creature in that area must make a Constitution Saving Throw or suffer 5d6 fire damage. If you apply at least one Endurance Die to the DC, a creature that fails its Saving Throw becomes vulnerable to fire damage, and all attack rolls made against that creature have advantage. Both conditions last until the end of that creature's next turn. If a creature's Saving Throw is successful, it takes half damage but no other penalties. If at least one creature suffers at least one point of damage, you gain one Tidal Die.