*Flowing through the cracks, and crashing like a tidal wave. Be like water, finding the way around or through anything.* ## Seastrider Spell List - **Level 1:** Create or Destroy Water, Fog Cloud, Purify Food and Drink, Detect Poison and Disease - **Level 3:** Calm Emotions, Driving Rain, Elemental Bulwark, Lemure Transformation - **Level 5:** Water Breathing, Water Walk, Create Food and Water, Geyserblast - **Level 7:** Conjure Minor Elementals, Control Water, Freedom of Movement, Crashing Wave - **Level 9:** Conjure Elemental, Escape, Hold Monster, Warrior's Instincts ## Hydromorph (1st Level) As a bonus action, you may transform part of your body into fluid for the duration, until dismissed, or until you become incapacitated. This fluid can be manipulated freely, though is completely liquid, able to pass through any gaps that are not watertight by squeezing. At 1st level, you gain the ability to turn up to a limb's worth of your body into fluid for as long as 1 minute. Using a liquified limb for an unarmed strike deals 1d6 bludgeoning damage. At 6th level, you may transform up to half of your body into fluid for up to 10 minutes. Additionally, as a reaction to taking bludgeoning, piercing, slashing, or fire damage, you can liquify your body to reduce the damage by half, leaving you rattled until the end of your next turn. At 10th level, you may transform up to your entire body into fluid for up to a day without a long rest. While fully fluid, you become indistinguishable from water, and your swimming speed doubles, though your walking speed on solid land is halved. ## Water Walking (1st Level) At 1st level, you gain an aquatic affinity. You gain a swimming speed equal to your walking speed. You can tread on water as if it were solid ground, not sinking or falling through. Additionally, you gain the ability to breathe normally underwater. ## Undertow (6th level) At 6th level, as an action, you can create a surge of water centered on a point within 60 feet. Creatures within a 20-foot radius must make a Strength saving throw against your Spell Save DC or take 2d8 bludgeoning damage and be pulled toward the center point of the surge as far as possible, instead taking half damage on a success. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest. ## Spring Water (14th level) At 14th level, your body is able to produce endless quantities of water in any environment. You can naturally replicate the functions of a _[Decanter of Endless Water](https://a5e.tabletopbytheik.nl/compendium/items/decanter_of_endless_water)_ from any part of your body, producing endless water of your choice of salty ocean water or drinkable fresh water at any temperature from freezing to boiling. ## Tsunami Rider (18th level) At 18th level, you gain the ability to conjure and ride a tsunami. As an action, you summon a massive wave, 60 feet wide and 30 feet tall, that travels in a straight line to a point within 240 feet. You can choose to ride atop the wave, stopping at any point within its path. Creatures in the tsunami’s path must make a Strength saving throw against your Spell Save DC. On a failure, they take 10d6 bludgeoning damage, are knocked prone, and dragged along the wave’s full distance. On a success, they take half damage, are knocked back 30 feet, and remain standing. Objects also take this damage. Once you use this feature, you can’t use it again until you finish a long rest.