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