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Trekken

Amphibious

The apprentice can breathe air and water.

Acties

Signature Attack (Zap)

Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell's damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8).

3rd Level: Wash Away (3/Day)

As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra 0d1 + PB|PB bludgeoning damage.

5th Level: Ride the Lightning (3/Day)

As an action, the apprentice supercharges their foe's nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn.

7th Level: Drown (1/Day)

As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn't need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can't speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.