Wave Dancer Wizard

## **Level 2**

### **Student of the Sea**

Your time spent watching the oceans has provided you with invaluable experience. You gain the following benefits:

* You gain a swim speed equal to your walking speed.
* You gain Water Vehicle Proficiency.
* Water Vehicles that you are standing on move 1 mph faster. A water vehicle can only be affected by one instance of this bonus at any time.

### **Wave Dancing**

Additionally at 2nd level, you can invoke a traditional practice called Wave Dancing, provided that you aren’t wearing heavy armor or using a shield. It graces you with supernatural agility and focus from your connection with the sea.

You can use a bonus action to start a Wave Dance, which lasts for 1 minute. It ends early if you don heavy armor or a shield. You can also dismiss the Wave Dance at any time (no action required).

When you would take damage from a weapon attack, or are damaged as part of a spell’s effect, you may make a Dexterity saving throw at a DC of 10 or half the damage you take rounded down, whichever is higher. On failure, your Wave Dance ends immediately.

While your Wave Dance is active, you gain the following benefits:

* Your walking speed increases by 10 feet.
* You gain the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
* As a bonus action, you may target a nearby creature, granting them the same benefits listed above until the end of their next turn.

You can begin a Wave Dance a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

## Level 6

### **Ebb and Flow**

Starting at 6th level, the patterns of the sea have engraved themselves upon your style of magic. While you are under the effects of Wave Dancing, you gain the following benefits:

* As an action, you may teleport to a source of liquid that you can see within 120 feet.
* Additionally, when you use the Disengage action, you may immediately teleport to a source of liquid that you can see within 60 feet.
	+ The chosen space must be on a surface of liquid or in a liquid that can support the target without the target having to squeeze.

You may use this effect a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

## Level 10

### **Tide Tempered**

At 10th level, your travels and experiences have honed your body, granting an innate sturdiness. You gain the following features:

* When you are subject to an effect that would force you to fall prone, you may ignore the prone condition of the effect.
* You gain advantage on Dex-based saving throws related to balance.
* When you would receive cold or bludgeoning damage, you may reduce that damage by 2.

## Level 14

### **Island Stepping Stride**

At 14th level, your traveling has taught you many techniques.

The effects of Ebb and Flow are increased further, improving the feature with the following addition:

* As an action, you may teleport to a source of liquid that you can see within 300 feet.

### **Undertow**

Additionally at 14th level, your time spent swimming the waters have taught you to respect the currents, and how to best avoid them.

As an action, you may designate a target. The target must make a Constitution saving throw at a DC equal to your spell save DC. On failure, a sudden whirlpool appears below the target, drawing them in and teleporting them to an unoccupied source of liquid of your choice within 90 feet. The chosen space must be on a surface of liquid or in a liquid that can support the target without the target having to squeeze. If no such location exists, the target returns immediately to their original space unaffected.

You may use this effect a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.