Aquamancy

( Core Element ) Elementalism - Aquamancy Ability The ability to control and manipulate Water in its most basic forms.

Water - Elementalism

XP Cost: 1   Prerequisites: Elementalism

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Volume 10 Liters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Water and high water content Liquids.

Using a Motion: You can control, manipulate, redirect or move up to 6 meters up to 10 Liters of Water or Liquid within Range. 10 Liters of Water or liquid moved in this way can extinguish 1 meter of Fire or Flames.

Fluid Fighting: Make a Melee or Ranged Spell Attack Roll vs a Target within Range while within Range of a Source of Water or Liquid.

If you Hit the target, it is dealt 3d6 + Spellcasting Modifier Blunt Damage and suffers the Soaked Condition.

Water Bomb: Expend an Action and target a 1 Meter Blast Area within Range while within Range of a Source of Water or Liquid.

All creatures within the Area must roll a Dexterity or Constitution Saving Throw. The DC is equal to the Caster’s Spell Save DC.

Creatures that Fail the Saving Throw are dealt 2d6 Blunt Damage and suffer the Soaked Condition.

Creatures that Pass the Saving Throw are dealt half the above Damage.

Sustain: Sustaining this Ability allows Manipulated a Manipulated Water Source to persist until this Ability is no longer being Sustained.

Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,

Or increase the Blast Area for this Ability’s Water Bomb option by 1 Meter,

Or Increase the DC for any of this Ability’s Saving Throws by 2,

Or Increase the Damage this Ability deals by 1d6 Blunt Damage.