Aspect Codex

Hydrokinesis

Hydrokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

HydrokinesisSpellcastingChargesPerformance

What This Aspect Does

Hydrokinesis defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Shape Water

Choose water within a 5-ft. cube in range. You may move it up to 5 ft., shape it into simple forms, change its color or opacity, freeze it if no creature is in it, or animate it harmlessly. You can maintain two non-instant effects at once.

Tier 0ActionAt-Will

Water Whip

Make a ranged power attack against one creature within range. On a hit, the target takes 4 (1d8) bludgeoning damage from a lash of water.

Tier 1ActionAt-Will

Create or Destroy Water

Create up to 10 gallons of clean water in an open container or as rain in a 10-ft. cube. Alternatively, destroy up to 10 gallons of water in an open container or suppress fog in a 10-ft. cube.

Tier 1ActionAt-Will

Drench

Choose one creature or 5-ft. square within range. The target is soaked. A soaked creature has disadvantage on the next fire damage roll it makes before the start of your next turn, and the next lightning damage it takes before then deals extra damage equal to your WIS modifier.

Tier 1ActionAt-Will

Tidal Tug

Choose one creature standing in water, standing on wet ground, or within 5 ft. of water you can see. The target must make a STR save or be pulled up to 10 ft. toward the water source or knocked prone, your choice.

Tier 1ReactionAt-Will

Aqua Guard

When a creature you can see within range takes acid, cold, fire, or bludgeoning damage, water rises to soften the blow. Reduce the damage by your WIS modifier plus your proficiency bonus.

Tier 2ActionAt-Will

Fog Cloud

Create a 20-ft. radius sphere of fog centered on a point within range. The area is heavily obscured. Wind or heat strong enough to clear normal fog disperses it.

Tier 2Bonus ActionAt-Will

Water Step

For the duration, you can move across liquid surfaces as if they were solid ground. If the effect ends while you are on liquid, you sink normally.

Tier 2ActionAt-Will

Crashing Wave

Water surges in a cone. Creatures in the cone must make a STR save, taking 10 (3d6) bludgeoning damage and being pushed 10 ft. on a failed save, or half damage with no push on a success.

Tier 2ReactionAt-Will

Fluid Recovery

When a creature you can see within range takes damage while wet, underwater, or adjacent to a water source, reduce the damage by 2d8 + your WIS modifier.

Tier 3ActionAt-Will

Wall of Water

Create a wall of water on the ground within range, up to 30 ft. long, 10 ft. high, and 1 ft. thick, or a ring up to 20 ft. in diameter. Ranged weapon attacks passing through it have disadvantage, fire damage passing through it is halved, and cold damage can freeze a 5-ft. section.

Tier 3ActionAt-Will

Water Breathing

Choose up to ten willing creatures within range. Each target can breathe underwater for the duration and retains its normal breathing.

Tier 3ActionAt-Will

River Lash

Make a ranged power attack against up to two creatures within range. On a hit, a target takes 13 (3d8) bludgeoning damage and must make a STR save or be pulled 10 ft.

Tier 3ActionAt-Will

Water Jet

Water blasts in a 60-ft. long, 5-ft. wide line. Creatures in the line must make a DEX save, taking 18 (4d8) bludgeoning damage on a failed save, or half as much on a success. On a failed save, a creature is pushed 15 ft.

Tier 4ActionAt-Will

Control Water

Control freestanding water in a cube up to 100 ft. on a side within range. Choose one effect: flood, part water, redirect flow, or whirlpool. You may change the effect as an action while the power lasts.

Tier 4ActionAt-Will

Watery Sphere

Create a 10-ft. radius sphere of water centered on a point within range. Creatures in the area must make a STR save or become restrained inside the sphere. A restrained creature repeats the save at the end of each of its turns. As an action, move the sphere up to 30 ft.

Tier 4ReactionAt-Will

Flowing Defense

When a creature you can see within range takes damage, water redirects the impact. Reduce the damage by 4d8 + your WIS modifier. If the target is wet or underwater, it may move 10 ft. without provoking opportunity attacks.

Tier 4ActionAt-Will

Riptide Pull

Choose a 20-ft. radius area centered on a point within range. Creatures of your choice in the area must make a STR save or be pulled 20 ft. toward the center and have speed halved until the start of your next turn.

Tier 5ActionAt-Will

Maelstrom

Create a 30-ft. radius, 5-ft. deep whirlpool of water centered on a point within range. The area is difficult terrain. When a creature starts its turn in the area, it must make a STR save, taking 27 (6d8) bludgeoning damage and being pulled 10 ft. toward the center on a failed save, or half damage with no pull on a success.

Tier 5ReactionAt-Will

Greater Water Shield

When a creature you can see within range takes damage, reduce the damage by 5d8 + your WIS modifier. If the damage is fire, acid, cold, or bludgeoning, double your WIS modifier for this reduction.

Tier 5ActionAt-Will

Tidal Wave

A wave crashes in an area up to 30 ft. long, 10 ft. wide, and 10 ft. high within range. Creatures in the area must make a DEX save, taking 36 (8d8) bludgeoning damage and falling prone on a failed save, or half damage with no prone on a success. The water then spreads out and extinguishes exposed flames.

Tier 5ActionAt-Will

Healing Waters

Choose up to three creatures you can see within range that are wet, underwater, or adjacent to a water source. Each target regains 22 (4d10) hit points and may end one burning or poisoned effect of Tier 5 or lower on itself.

Tier 6Bonus ActionAt-Will

Investiture of Water

Water flows over your body. You gain resistance to acid, cold, fire, and bludgeoning damage, a swimming speed equal to twice your walking speed, and the ability to breathe underwater. You can move through spaces as narrow as 1 inch wide without squeezing if water could pass through them.

Tier 6ActionAt-Will

Wall of Icewater

Create a wall of dense, freezing water within range made of up to ten 10-ft. panels. A creature that enters the wall for the first time on a turn or starts there must make a CON save, taking 35 (10d6) cold damage on a failed save, or half as much on a success.

Tier 6ActionAt-Will

Pressure Crush

Choose one creature within range that is wet, underwater, or within 10 ft. of a water source. The target must make a CON save, taking 44 (8d10) bludgeoning damage on a failed save, or half as much on a success. On a failed save, it is restrained until the start of your next turn.

Tier 6PassiveAt-Will

Watersense

You know the direction and distance to significant bodies of water, active water flow, and wet creatures within 120 ft. You also have blindsight 30 ft. while underwater or in heavy rain.

Tier 7ActionAt-Will

Tsunami

Create a moving wall of water up to 300 ft. long, 300 ft. high, and 50 ft. thick. When the wall appears, creatures in its area must make a STR save, taking 44 (8d10) bludgeoning damage and being swept along on a failed save, or half damage with no sweep on a success. Each round, the wave moves 50 ft. away from you.

Tier 7PassiveAt-Will

Master of Currents

You ignore resistance to bludgeoning damage dealt by Hydrokinesis powers. Your swimming speed increases by 30 ft., and you ignore difficult terrain caused by water, mud, rain, or currents.

Tier 7ActionAt-Will

Mass Waterbind

Choose up to six wet creatures, underwater creatures, or creatures within 10 ft. of water within range. Each target must make a STR save or become restrained and have speed 0 until the start of your next turn.

Tier 7Action1/Long Rest

Purifying Flood

Clean water floods the emanation without harming chosen creatures. Allies of your choice in the area regain 44 (8d10) hit points and end one poisoned, diseased, burning, or acid effect of Tier 7 or lower.

Tier 8Bonus ActionAt-Will

Ocean Avatar

For the duration, you gain resistance to acid, cold, fire, and bludgeoning damage, a swimming speed of 90 ft., blindsight 60 ft. while underwater or in rain, and your Hydrokinesis powers ignore resistance to bludgeoning and cold damage.

Tier 8ActionAt-Will

Hydraulic Cataclysm

Water detonates in a 40-ft. radius centered on a point within range. Creatures of your choice in the area must make a STR save, taking 55 (10d10) bludgeoning damage and being pushed 30 ft. on a failed save, or half damage with no push on a success.

Tier 8ActionAt-Will

Living River

Create a 20-ft. wide, 120-ft. long river of animated water along the ground within range. The river is difficult terrain for hostile creatures. When a hostile creature enters it for the first time on a turn or starts there, it must make a STR save, taking 33 (6d10) bludgeoning damage and being carried 20 ft. along the river on a failed save, or half damage with no movement on a success.

Tier 8ReactionAt-Will

Drownless Depth

When a creature you can see within range would fail a save, take damage, or start suffocating while in water, wet, or in heavy rain, reduce the damage to 0, turn the failed save into a success, or end the suffocation risk until the start of its next turn.

Tier 9PassiveAt-Will

Sea Sovereignty

You can breathe air and water, have a swimming speed of 120 ft., ignore water pressure and currents, and your Hydrokinesis powers ignore immunity and resistance to bludgeoning damage if the target is wet or underwater.

Tier 9Action1/Long Rest

World Flood

Choose a point within range. Water floods a region up to a 300-ft. radius, rising up to 30 ft. deep if terrain allows. You choose whether the water is calm, flowing, or rough. Hostile creatures entering or starting in rough water must make a STR save or be moved 30 ft. by the current.

Tier 9ActionAt-Will

Abyssal Pressure

Choose one creature within range that is wet, underwater, or within 10 ft. of water. The target must make a CON save, taking 66 (12d10) bludgeoning damage and becoming restrained until the end of its next turn on a failed save, or half damage with no restraint on a success.

Tier 9Action1/Long Rest

Miracle Spring

Touch the ground and create a spring of pure water. Up to fifty creatures that drink from it during the duration regain 44 (8d10) hit points and end one poisoned, diseased, burning, or acid effect of Tier 9 or lower.

Tier 10Bonus ActionAt-Will

Elder Ocean Form

For the duration, you gain immunity to acid, cold, fire, and bludgeoning damage from nonmagical attacks, a swimming speed of 150 ft., and blindsight 120 ft. while underwater, in fog, or in rain. Your Hydrokinesis powers ignore resistance and immunity to bludgeoning damage.

Tier 10Action1/Long Rest

Absolute Tide

Choose a 120-ft. radius area containing water or wet ground within range. You control all water movement in the area. Hostile creatures in the area must make a STR save when they start their turns or be restrained, pushed 60 ft., or knocked prone, your choice.

Tier 10ReactionAt-Will

Perfect Waters

When you or a creature you can see within range would take damage, fail a saving throw, or suffer a harmful condition while wet, underwater, or in rain, reduce the damage to 0, turn the save into a success, or ignore the condition.

Tier 10ActionAt-Will

Worldsea Cataclysm

Water erupts in a 60-ft. radius centered on a point within range. Creatures of your choice in the area must make a STR save, taking 88 (16d10) bludgeoning damage and being pushed 60 ft. on a failed save, or half damage with no push on a success. The area becomes flooded or soaked.

Characters With This Aspect