Hydrokinesis
Psychokinesis
Manifesting Time: 1 action
Range: 120 feet
Maintenance: Concentration, up to 10 minutes
Detection: Psychic, Gesture
You can move, shape, and alter the state of water. When you first manifest the power and as an action on your subsequent turns while it is in effect, you may reshape the water, move the water, or change the state of the water. When the power is no longer in effect, the water will follow the course of nature (for instance, water will flow downhill).
Ice covering a surface is difficult terrain. The first time during a turn a creature attempts to cross the ice, it must succeed on a Dexterity saving throw or fall prone.
Snow surfaces can be walked on by Medium and smaller creatures (larger creatures will sink through the snow unless the snow is at least 5 feet thick). When you move a snow surface, each creature on it is also moved. An unwilling creature must succeed on a Dexterity saving throw or be moved with the mass.
You control one 5-foot cube of water. You can shape it into simple shapes, move it up to 30 feet along a surface, or change its state (water to snow or ice and vise versa), but you can’t freeze water if there is a creature within it. You can transform lightly obscured fog into heavily obscured fog or vice versa or disperse or create lightly obscured fog.
1. You can choose to affect surfaces instead of cubes when you manifest the power. You control water occupying a 10-foot square that is 1 foot thick instead of a 5-foot cube. In addition, when you move water, you can move it in any direction, provided part of the mass touches the ground. Moreover, as part of the action to manipulate the water, you can control a new volume of water by relinquishing control over another.
2. You can control three additional 5-foot cubes of water. Contiguous cubes can be controlled as one mass. You can take this augmentation multiple times.
3. You can shape contiguous volumes of water into a wall. Such a wall transforms each 5-foot cube of water into a 10-foot square panel that is 1 foot thick. You can also transform 5-foot cubes of water into a hemispherical dome with a diameter in feet equal to five times the number of cubes you form into the dome.
A wall of water imposes disadvantage on ranged attack rolls that enter the wall’s space. Fire damage is halved if the fire effect passes through the wall to reach its target. Effects that deal cold damage that pass through the wall freeze the area of the wall they pass through solid, transforming that section of the wall into a wall of ice.
A wall of ice is 1-foot thick in a given 5-foot section. If the wall cuts through a creature’s space when it forms, the creature is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 1d6 cold damage for every 2 power points you spend to augment the power or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12, 15 hit points per 5-foot section, and is vulnerable to fire damage. Reducing a section to 0 hit points transforms it into a wall of water.
5. When you first manifest the power and as an action on your subsequent turns while it is in effect, you can attack a target within 30 feet of a volume of water you control by making a ranged power attack. On a hit, you deal 5d6 bludgeoning, cold, piercing, or slashing damage, which you decide when you make the attack.
Empower. For every 2 additional power points you spend, the damage increases by 1d6.
9. You shape a 5-foot cube of water or ice into two hydro amalgams, each with a state (unfrozen from water or fog, frozen from ice or snow). Each manifests in the space of the water used to create it or the nearest unoccupied space and uses the Hydro Amalgam stat block. It resembles a creature composed of water or ice floes. If it is reduced to 0 hit points, it collapses into a pool of water or pile of snow which you can manipulate, but the amalgam can’t be reformed unless you manifest the power again.
The creatures share your initiative, but take their turns immediately after yours. Each follows your will (no action required by you). If you don’t direct the creature, it takes the Dodge action.
Empower. If you spend 2 power points (11), you create a third amalgam. If you spend 6 power points (15), you create a total of four amalgams.