Water/2nd
Contents
Supernatural Swimming
When you immerse yourself in water, the water itself seems to flow with you. Starting from 2nd level, your speed is not reduced while swimming. If you already have a swim speed or otherwise gain one, you never provoke opportunity attacks when you use that swim speed to move.
Water Path
Each water sage embodies their domain in a different way—each way is merely one path of many to all reach a similar destination. Your chosen path encompasses supernatural talents and aptitudes that feel natural. At 2nd level, you gain one of the following paths of your choice.
You can later change your path or follow an additional one with your Improvement feature.
Amphibian
You can breathe both air and water.
While swimming, you can use your bonus action to Dash.
Biologist
You become proficient in the Animal Handling and Nature skills. If already proficient in either skill, you instead gain 2 proficiency points per skill, which can either be invested immediately or saved for later.
You are an expert in any Intelligence (Nature) check made to recall lore about aquatic creatures.
Lulu's Ballad
You gain proficiency with another musical instrument of your choice. You can use a musical instrument which you are proficient as the spellcasting focus for your sage spells. While manipulating it, you can perform the somatic components of your sage spells without a free hand.
When you cast life or heal, the target is absolved of the blinded, deafened, ignited, paralyzed, and jinxed conditions.
You gain the shape water cantrip, and it does not count against your cantrips known. If you already have this cantrip, you instead gain another cantrip of your choice from your sage spell list.
Mariner
You become proficient in the Survival skill. If already proficient, you can instead gain 2 proficiency points.
You become proficient with water vehicles.
You are an expert in any Intelligence check made in regards to oceanic maps or geography, as well as any check made to navigate at sea.
Sage of Ice
You have resistance to cold damage. You can treat slippery ice and thin ice as normal terrain.
Whenever you cast a sage spell that deals damage, you can choose for the spell to deal cold damage in place of its normal damage type.