A descendant of a spellcaster of immense power from a time long forgotten, an immeasurable stream of magical energy surges through your being. A power such as this is not bestowed upon just anyone, however. A power of this magnitude is meant for something more, something.... Greater. This boundless magical prowess may just be the key to saving this realm from damnation.
hit dice:
1D8
hit points at 1st level:
1D8 (or 5) + your constitution modifier.
hit points at higher levels:
1D8 (or 5) + your constitution modifier per oracle level after 1s
armor proficiencies:
Light Armor,Shields
weapon proficiencies:
Simple Weapons, Martial Weapons
tools:
None
saving throws:
WIS,INT
skills:
Choose any 2 skills
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• A family Heirloom that serves as your arcane focus.
• (a) Leather armor and any martial weapon (b) Studded leather armor
• (a) A light crossbow and 20 bolts or (b) any simple weapon
• (a) An explorer's pack, or (b) a dungeoneer's pack
spellcasting:
Cantrips
You know two cantrips of your choice from the Water Oracle spell list. You learn additional Water Oracle cantrips of your choice at higher levels, as shown in the cantrips known column of the Earth Oracle table.
Spell Slots
The Water Oracle Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of that spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell cure wounds and have a 1st level and 2nd level spell slot available, you can cast cure wounds using either slot.
Spells known of a 1st level or higher
You know four 1st-level spells of your choice from the Water Oracle spell list. The Spells Known column of the Water Oracle table shows when you learn more Water Oracle spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Water Oracle spells you know and replace it with another spell from the Water Oracle spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spell casting ability for your Water Oracle Spells. Your magic comes from an ancestor long ago, one with unimaginable power. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Water Oracle spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast any Water Oracle spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use any family heirloom or item associated with your ancestors as a spellcasting focus for your Water Oracle Spells.
class features:
As a water Oracle, you can create, freeze, & destroy water at a whim, so long as that water is within 60 feet of you. As a bonus action, you can fire this water as a concussive blast at any creature within 60 feet, and deal 1D6 damage on a hit. This damage increases to 2D6 at 6th level, and 3D6 at 11th level.
Aquatic Combat
As an oracle of water, you can manipulate water and freeze it into the shape of armor or a weapon in which you have proficiency. You can only create one piece of armor and one weapon at any given time, and it shares the same statistics as it's real-life counterpart. These Armor pieces and weapons shatter and disappear if you are rendered incapacitated.
Swimming with the Fishes
You gain a swim speed of 40 ft.
Aqueous Shell
Beginning at 3rd level, As a bonus action, you can surround yourself with a 10 foot swirling aura of water droplets. Any creature that you consider friendly that starts their turn in this Aura gain 1D6 temporary hit points.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Water Wall
As a reaction, when you are hit with a melee attack or ranged spell attack, you can use your reaction to summon a wall of ice to protect yourself, adding your proficiency bonus to your AC, potentially causing the attack to miss. You can only use this class feature once per long rest. This increases to twice per long rest at level 10, and three times per long rest at level 14.
Healing Water
At 7th level, you become familiar with the healing properties of water. As an action, you can use this feature to heal 2D8 damage + your oracle level.
Icy Prison
At 9th level as an action, you can shape your ice into a makeshift prison, restraining a creature you can see within 60 feet. Any captured creature must make a DEX saving throw against your spell save DC. If they fail, they are restrained until their next turn. For every failed saving throw, the restrained creature takes 1D4 Cold damage. At the beginning of their turn, they can repeat this saving throw if they wish. If they succeed, they are free, and are not restrained.
Bloodletting
Starting at 18th level, you can use your water to drain the lifeforce from a creature that you can see as an action. When you hit a creature with your water, the creature must make a Constitution saving throw. On a failure, you cause the target to gain 1 level of exhaustion. From that turn onward, the creature must repeat the saving throw at the start of each of it's turns until it has four successive failures, it succeeds or is rendered incapacitated. On each successive failure, the target gains an additional level of exhaustion.
subclass options: