Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ARCANE TRADITION: HYDROPHIST
- HYDROPHIST BONUS SPELLS
- 2nd - Create Water, Ice Knife
- 4th - Snilloc's Snowball Swarm, Lesser Restoration
- 6th - Tidal Wave, Elemental Weapon*
- 8th - Control Water, Ice Storm
- 10th - Cone of Cold, Greater Restoration
- *May only be used to apply cold damage
- Starting at the 2nd level when you take the Hydrophist tradition, the second level spells from your bonus spell list are automatically added to your spellbook. You always have these spells prepared and they don't count against the number of spells you have prepared. You may cast each one of them at their lowest level for free once in between long rests. You gain additional spells from this list at the 4th, 6th, 8th, and 10th level.
- NUMBING FROST
- At the 6th level, you are surrounded by an aura of subzero air when in combat. You gain resistance to cold damage. When an enemy makes a melee weapon attack against you, they must make a Constitution saving throw. On a failure, they take 1d4 cold damage and have disadvantage on weapon attacks until the end of their next turn. You are also immune to any negative effects from exposure to extreme cold temperatures.
- GO WITH THE FLOW
- At the 10th level, you gain Water Breathing and a swim speed equal to your walking speed.
- THE WATERS OF LIFE
- When you reach the 14th level, you may spend eight hours and 500GP worth of supplies to craft an enchanted sapphire flask. As an action, the person in possession of this flask may take a drink from it. If the liquid inside is clean, fresh water, they are healed for 10d10 hitpoints, plus a single optional effect.
- - Any one nonmagical disease is instantly cured
- - Any one nonmagical poison is neutralized
- - One level of exhaustion is removed
- You may only have one of these flasks at a time. If you attempt to create a new one, the old one will crack and lose its properties. The flask is large enough to be used three times before it requires refilling.
- ---------------------------
- ARCANE TRADITION: PYROKENETIC
- PYROKENETIC BONUS SPELLS
- 2nd - Faerie Fire, Hellish Rebuke
- 4th - Pyrotechnics, Scorching Ray
- 6th - Haste, Elemental Weapon*
- 8th - Wall of Fire, Fire Shield
- 10th - Flame Strike, Immolation
- *May only be used to apply fire damage
- Starting at the 2nd level when you take the Pyrokenetic tradition, the second level spells from your bonus spell list are automatically added to your spellbook. You always have these spells prepared and they don't count against the number of spells you have prepared. You may cast each one of them at their lowest level for free once in between long rests. You gain the additional spells from this list at the 4th, 6th, 8th, and 10th level.
- IGNITION
- At the 2nd level, when casting a spell that deals fire damage, you may chose to roll an additional 2d6 and add that to the damage. You may use this feature a number of times equal to half your Intelligence modifier rounded up. You gain all expended uses of this ability after completing a long rest.
- Avatar of Flame
- When you reach the 6th level, you gain the ability to expend a 1st level spell slot to enter a state where your body is writhed in flame for one minute. Melee attacks made against you have disadvantage, and melee attacks you make do an additional 2d6 fire damage. In addition, any fire damage you take instead heals you for half the damage done rounded down.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement