Channel of Water-Rifting

Adds Intelligence to cold damage, encases a creature in ice, calls up a 30-foot-radius sphere of water, turns the wizard into a current and grants a storm-tide aspect.

Identity

The Channel of Water-Rifting is the Riftcraft Tradition of the Rift's middle register, the part that moves. Water-Rifters freeze, flood, drown and quench. Court-wizards keep them as pleasure-gardeners and executioners, deep-water congregations revere them as theologians of the abyss, and ice-haulers contract them to part the floes.

Features

  • L3 Water Training

    You gain proficiency in either the Survival or Nature skill (your choice) if you do not already have it. When you copy a Water-Rifting spell into your Spellbook, the cost is halved. When you cast a Water-Rifting spell that deals cold damage, you add your Intelligence modifier (minimum 1) to one damage roll of the spell. The Mist, Icicle, Frost, and Harpoon spells are always prepared for you and do not count against your prepared spell limit.

  • L7 Ice Prison

    Once per short rest, when you hit a creature with a Water-Rifting spell that deals cold damage, you can encase that creature in jagged ice as part of the same casting. The target must succeed on a Strength saving throw against your spell save DC or be Restrained for 1 minute. The Restrained creature can repeat the save at the end of each of its turns, ending the effect on a success. The ice has AC 13 and hit points equal to 10 + your Wizard level, and destroying it frees the target. Fire damage dealt to the ice is doubled for the purpose of breaking it.

  • L11 Tide Sphere

    Once per long rest, you can use an action to call up a 30-foot-radius sphere of water and shifting ice centered on a point within Long range. It lasts 1 minute and does not require concentration. On each of your turns while it lasts, you can use a bonus action to choose one effect. You can make the area difficult terrain for creatures of your choice within it. You can force one creature within it to make a Strength saving throw against your spell save DC, moving it 10 feet in a direction you choose on a failure. Or you can extinguish open flames within it and impose disadvantage on Constitution saving throws against cold damage within the area.

  • L15 Wave Form

    When you are submerged in any body of water, mist, snow, or fluid of comparable density (including liquid coolant tanks and Black Meridian pressure-locks), you can shed your solid form and become a current. While in this form, you have a swim speed equal to twice your walking speed, you count as a flying creature for movement through that medium (ignoring vertical and horizontal restrictions and difficult terrain), you can pass through any opening that admits liquid, and attacks against you have disadvantage. You can stay in this form for up to 10 minutes per long rest, divided across multiple uses. Reforming costs no action.

  • L18 Storm-Tide Aspect Capstone

    Once per long rest, you can use a bonus action to assume an aspect of the storm-tide for 1 minute. While in this aspect, you are immune to cold damage and resistant to fire damage, your walking speed increases by 10 feet, and you ignore difficult terrain caused by water, ice, or snow. The first Water-Rifting spell you cast each round deals an additional 2d8 cold damage. As a bonus action on each of your turns, you can emit a 15-foot cone of freezing spray. Each creature in the cone makes a Constitution saving throw against your spell save DC, taking 4d6 cold damage on a failure or half as much on a success. The aspect ends early if you are reduced to 0 hit points.