Shaper of Water (5e Feat)

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Shaper of Water

Prerequisites: Knows the shape water cantrip
With experience and training, you have become well-versed in the ways of manipulating elemental water, expanding the abilities of your shape water cantrip. It gains the following additional abilities:

  • You replicate the effects of frostbite.
  • You replicate the effects of scald.
  • You attempt to drench a creature or object within range. That creature must make a Dexterity saving throw, becoming soaked for 1 minute on a failed save.
  • You cause a portion water to freeze into either ice or snow. If a creature is within this area, it must make a Dexterity saving throw, becoming restrained by the ice on a failed save. It can use its action to make a Strength save on each of its subsequent turns to shatter the ice or climb out of the snow and escape. The water unfreezes in 1 hour.
  • You cause a portion of water to evaporate, creating a heavily obscured 5-foot cube of vapor in that space until the end of your next turn. This vapor disperses after 1 minute, or after 1 round in strong wind.
  • You cause a portion of ice to melt into water or soften into snow. If the surrounding environment is cold enough, it refreezes after 1 hour, or 10 minutes in extreme cold.
  • You cause a portion of vapor to condense into water. If the surrounding environment is hot enough, it evaporates after 1 hour, or 10 minutes in extreme heat.
  • You lift a portion of water, ice, snow, or vapor and move it up to 5 feet in any direction. You can keep this portion and any material within or atop it aloft for as long as you concentrate. The maximum weight you can lift with this ability (in pounds) is equal to your spellcasting ability score multiplied by your proficiency bonus, times 20.
  • You warm or chill up to 1 cubic foot of nonliving material for 1 hour, as per the prestidigitation spell.
  • You cause complex, detailed shapes — such as the face of a specific creature — to appear within water and animate as you choose. The shapes last for 1 hour.
  • You create a barrier around yourself or another creature that hedges out water and vapor for as long as you concentrate.
  • You attempt to affect magical water using one of shape water's other abilities. When you attempt to manipulate magical water this way, you must make a spellcasting ability check against a DC equal to the spell's level plus the caster's spell save DC; or against a DC of the DM's choice. On a failed check, nothing happens.

At the DM's option, you may attempt to manipulate water in a manner not described by this feat, but it should be no more powerful than the effects described above, and the effects must be within range and fit within a 5-foot cube. Your DM may ask for a relevant ability check or saving throw in order for the effect to work. The DM has final say on such a use of your abilities.

If you cast shape water multiple times, you can have any number of non-instantaneous effects created by it active at a time, and you can dismiss such an effect as a bonus action. All such effects cease should you fall unconscious.


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