Legends of Tolria
The Galactic Game

Subclass Compendium · Wizard

School of Water-Rifting

A Riftcraft Tradition focused on Water-Rifting — fluid control, killing cold, and the long patience of tide and ice.

Identity

Water-Rifters channel the Rift's middle fundament — the part that moves. They freeze, flood, drown, and quench. Aurelion court-wizards keep them as pleasure-gardeners and quiet executioners; Drownside congregations revere them as the only true theologians of the deep; Halcyion ice-haulers contract them to part the floes. On the battlefield they are the channeler whose first casting drops the temperature ten degrees and whose second drops it ten more.

Features

  • L3 Water-Marked

    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 channel into your Channelbook, the credit cost is halved. When you cast a Water-Rifting channel that deals cold damage, you add your INT modifier (minimum 1) to one damage roll of the channel. The Mist, Frost Bolt, Cold Snap, and Ice Spike channels are always considered prepared for you and do not count against your prepared channel limit.

  • L7 Frostbinder

    Once per short rest, when you hit a creature with a Water-Rifting channel 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 channel 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 HP equal to 10 + your Wizard level; destroying the ice frees the target. Fire damage dealt to the ice is doubled for the purposes of breaking it.

  • L11 Tideturner

    As an action, you call up a 30-ft radius sphere of obedient water and shifting ice centered on a point within Far range. For 1 minute, you may use a bonus action on each of your turns to: (a) make the area difficult terrain for creatures of your choice within it, (b) cause one creature within it to make a Strength save against your channel save DC or be moved 10 ft in a direction you choose, or (c) extinguish open flames and impose disadvantage on Constitution saves against cold damage within the area. You can use this feature once per long rest, and it does not require concentration.

  • L15 Wave Form

    When you are submerged in any body of water, mist, snow, or fluid of comparable density (including liquid coolant tanks and Drownside pressure-locks), you may shed your discrete form and become a coursing current. While in Wave Form you have a swim speed equal to twice your walking speed, you are considered a flying creature for the purposes of movement through that medium (ignoring vertical/horizontal restrictions and difficult terrain), you can pass through any opening that admits liquid, and attacks against you have disadvantage. You can sustain Wave Form for up to 10 minutes per long rest, divisible across multiple uses; reforming costs no action.

  • L18 Stormcaller

    As a bonus action, once per long rest, you 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 ft and you ignore difficult terrain caused by water, ice, or snow; the first Water-Rifting channel you cast each round deals an additional 2d8 cold damage; and as a bonus action on each of your turns, you may emit a 15-ft cone of freezing spray (each creature in the cone makes a Constitution save against your channel save DC, taking 4d6 cold damage on a failure or half on a success). The aspect ends early if you are reduced to 0 HP.