The Hydromancer
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Hydromancer
Core Fantasy: The Hydromancer is a Wisdom-based Breaker who turns water, ice, and steam into precise battlefield tools. In Dungeon Break operations, they act as flexible controllers for GGA fireteams, shaping floods, slick ground, and pressure waves to slow, pin, and cut down Gate threats while shielding allies.
Level 1 Features
Tide-Blooded (Level 1)
Your body is adapted to cold and pressure shifts.
Rules:
You have resistance to cold damage from nonmagical sources.
You gain a swimming speed equal to your walking speed.
You have advantage on Constitution saving throws you make to maintain concentration on spells from this class.
Current Routine (Level 1)
Your water strikes are drilled for reliable impact.
Rules:
Once on each of your turns when you cast a spell from this class that deals cold or bludgeoning damage, you can add your Wisdom modifier (minimum 1) to one of that spell’s damage rolls against a single creature or object.
Level 3 Feature
E-Rank: Waterline Discipline (Level 3)
At E-Rank, you learn to shape torrents and blasts around your squad instead of through them.
Rules:
When you cast a spell from this class that affects an area and deals cold or bludgeoning damage, you can choose a number of creatures you can see equal to your Wisdom modifier (minimum 1).
A chosen creature automatically succeeds on any saving throw it makes against that spell and takes no damage from the spell.
You can see normally through nonmagical fog, mist, rain, or steam created directly by your spells from this class. Those areas are not considered heavily obscured for you.
Level 7 Feature
D-Rank: High Tide (Level 7)
At D-Rank, your hits leave behind pockets of unstable water and ice that slow the field.
Rules:
The first time on your turn that you deal cold or bludgeoning damage to a creature with a spell from this class, they must make a strength saving throw against your spell save DC. On a failure the creature is pushed 10 feet away from you.
Level 10 Feature
C-Rank: Tidal Momentum (Level 10)
At C-Rank, each fight you finish feeds your endurance and tempo.
Rules:
When a hostile creature you can see drops to 0 hit points from cold or bludgeoning damage you dealt with a spell from this class or a weapon attack on your turn, you gain temporary hit points equal to your Wisdom modifier + your proficiency bonus (minimum 2).
You can gain temporary hit points from this feature only once on each of your turns.
When you roll initiative and you have no 1st-level spell slots remaining for this class, you regain one expended 1st-level spell slot for this class.
Level 13 Feature
B-Rank: Saturation Field (Level 13)
At B-Rank, you can saturate a section of the Gatefield to push cold or bludgeoning damage through resistances and disrupt focus.
Rules:
As an action, you choose a point you can see within 60 feet. You create a 20-foot-radius saturation field centered on that point that lasts for 1 minute.
The area is lightly obscured by dense mist and spray but does not block line of sight.
When a creature in the area takes cold or bludgeoning damage from you or from a spell cast by an ally, that creature cannot benefit from resistance to cold or bludgeoning damage against that instance of damage.
In addition, when a creature in the area that you can see takes cold or bludgeoning damage from you, it has disadvantage on the next Constitution saving throw it makes to maintain concentration before the start of your next turn.
You can have only one saturation field active at a time. Creating a new one ends the previous one.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Living Tide (Level 16)
At A-Rank, your presence bends how water, cold, and heat interact with you and your targets.
Rules:
You have resistance to fire damage.
When you deal cold or bludgeoning damage to a creature with a spell from this class, that creature cannot treat you as having half cover or three-quarters cover until the end of your next turn.
When a creature has resistance to cold or bludgeoning damage, your cold or bludgeoning damage against that creature ignores that resistance. If a creature has immunity to cold or bludgeoning damage, it instead takes half damage from your spells from this class that deal cold or bludgeoning damage.
Level 20 Feature
S-Rank: Gatebreaker Deluge (Level 20)
At S-Rank, you become the center of a controlled deluge that rewrites how water and cold work around a Gate.
Rules:
As an action, you enter a deluge state that lasts for 1 minute.
While this state lasts:
You have immunity to cold damage.
The area within 10 feet of you is surging ground for hostile creatures. Surging ground is difficult terrain for hostile creatures.
Once on each of your turns when you cast a spell from this class that deals cold or bludgeoning damage, you can choose one creature damaged by that spell. That creature takes extra cold damage equal to your Hydromancer level.
Your spells from this class that deal cold or bludgeoning damage ignore resistance to cold or bludgeoning damage, and creatures with immunity to cold or bludgeoning damage instead take half damage from those spells.
The deluge state ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.