Water Alchemist
Water Alchemists are scholars and warriors of the liquid element, born from the belief that all matter is mutable. Inspired by legends of ancient transmuters who reshaped the very fabric of reality, these practitioners harness the dual nature of water and ice. They believe in the immutable law of equivalent exchange, where every gain requires a sacrifice. Studying cryptic transmutation circles and ancient texts, Water Alchemists see water as a symbol of both creation and destruction. Their art is one of balance – the delicate interplay of boiling heat and frozen cold to sculpt the battlefield or heal allies.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Spellcasting
Aqueous Spark
A small burst of magically-charged water deals minor damage to a target.
Transmute Fluid
Alter the properties of a liquid, turning hazardous fluids into harmless water or vice versa.
The effect becomes more potent with additional spell slots.
Boiling Blood
Superheat a creature's blood on touch, causing extra damage and forcing a Constitution save to avoid additional effects.
Damage increases by 1d8 for each slot level above 2nd.
Frost Lash
Conjure a whip of ice that lashes out at a target, dealing damage and possibly slowing them.
Condensation Shield
Surround yourself with a shimmering shield of condensed moisture and ice, granting temporary resistance to fire and physical damage.
Duration increases by 1 round for each slot level above 2nd.
Vaporize
Rapidly heat the moisture on a creature's body, causing disorientation and a burst of steam that can stun the target.
Damage increases with higher spell slot usage.
Icy Grasp
Touch a creature to encase a portion of their body in ice, reducing their mobility and dexterity.
Hydraulic Burst
Unleash a focused burst of pressurized water that knocks back and damages enemies.
Ebb and Flow
Manipulate the ambient flow of water around you, subtly affecting the environment to your advantage.
Tsunami Transmutation
Invoke the overwhelming power of water by creating a miniature tsunami that sweeps across the battlefield, dealing massive area damage.
Damage increases by 1d10 per slot level above 5th.
Martial Abilities
Boiling Strike
At 3rd level, you can infuse your melee attacks with searing heat. When you strike a creature, you expend 1 Transmutation Point to superheat their bodily fluids, dealing extra damage and possibly impairing their actions.
Boiling Touch feature
Frosted Counter
Starting at 5th level, you can react to a hit by channeling a burst of icy energy. When you are struck by a melee attack, you may use your reaction and spend 1 Transmutation Point to lash out with a shard of ice, potentially freezing your attacker.
Circling Water
At 7th level, you learn to manipulate water currents around you. By spending 1 Transmutation Point as a bonus action, you can create a swirling current that grants you extra movement and briefly deflects incoming projectiles.
Transformations
Liquid Form
At 4th level, you can temporarily transform your body into a semi-fluid state. In this form, you move with a fluid grace, squeezing through openings and reducing damage from physical blows.
Gains advantage on Dexterity (Acrobatics) checks for navigation, Resistance to bludgeoning damage
Allows movement through tight spaces as if moving through water
Unable to wield heavy or finesse weapons effectively
Frozen Form
At 10th level, you can encase yourself in a layer of crystalline ice. This form bolsters your defenses and intimidates foes, but at the cost of reduced agility.
Increases AC by +2, Immunity to cold damage
Can emit a chilling aura that slows nearby enemies
Disadvantage on Dexterity-based checks and saving throws
Auras
Chill Aura
Your mastery over ice allows you to emanate a constant aura of cold. Enemies within 10 feet find their movements sluggish, while allies gain protection against fire-based attacks.
Enemies have their speed reduced by 10 feet and must succeed on a Constitution save or have disadvantage on strength-based checks; allies gain resistance to fire damage.
Passive
This aura can be toggled on or off.
Companions
Water Wisp
Level 6A small, ethereal entity formed from condensed water vapor. The Water Wisp acts as a scout and minor combatant, mimicking your transmutation abilities on a smaller scale.
Stealth, Perception
Darkvision 60ft
Incorporeal phase allowing it to move through narrow water channels, Evaporates to evade damage, reappearing after a short delay
Attack, Scout
Level 10: HP increases by 5 and movement speed increases by 5 feet.
Level 15: AC increases by 1 and damage resistance improves.
Class Features
Transmutation Circles (Level 1)
Equivalent Exchange (Level 1)
Alchemical Reservoir (Level 2)
Prerequisite: Transmutation Circles
Boiling Touch (Level 3)
Resource Cost: 1 Transmutation Point
Prerequisite: Equivalent Exchange
Cryogenic Manipulation (Level 5)
Prerequisite: Transmutation Circles
Fluid Adaptation (Level 7)
Prerequisite: Alchemical Reservoir
Aqueous Mastery (Level 10)
Prerequisite: Cryogenic Manipulation
Elemental Synergy (Level 15)
Prerequisite: Aqueous Mastery
Transcendent Transmutation (Level 20)
Resource Cost: Varies (vitality cost)
Prerequisite: Elemental Synergy
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