Atlant (5e Sublcass)
Atlant[edit]
Fighter Archetype
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A descendant of the mighty Atlanteans, the lords of the planes of the seas and oceans. Unstoppable like a tsunami, unshakeable like a calm in the sea, mysterious like the depths of the sea and great like the ocean. You will absorb all the power of the water element and bring it down on the enemy.
The waters of life[edit]
At level 3. Water is the source of all living things, and you draw some of that vitality from being near it. When you are standing on water, in water, or underwater, you get the following benefits:
- You can't be knocked down
- You have the advantage of saving throw Constitution and maintaining your concentration.
- You regain 1d4 + your Constitution modifier health at the beginning of each turn. If you are in a large natural or magical pond, then add your proficiency bonus to the treatment. Every time you gain a level in a subclass, the healing power increases. So at level 7 you are treated at 1d6, at level 10 at 1d8, at level 15 at 1d10, at level 18 at 1d12.
You know the spells of Shape water and Create or destroy water. You can apply Create or destroy water a number of times equal to your level and without the cost of material components, all charges are restored after a short or prolonged rest. Every time you gain a level in a subclass, the spell's power is Create or destroy water increases, so at level 7 you cast it as a spell per level 2 cell, at 10 as 3, at 15 as 4, and at 18 as 5.
The blessing of the ocean[edit]
At level 7. Your connection to water increases, and you gain greater control over it. You gain the following abilities:
- You can glide through water at your normal speed + 10 feet.
- You gain a swim speed equal to your normal speed + 10 feet.
- You gain underwater breathing and underwater vision.
- You can sense the intentions and desires of the sea creatures, and they can sense yours. You get an advantage in charisma checks and animal care when it comes to marine life.
- You negate all combat penalties for being in water.
- You can relax in the water as at a regular rest stop.
- You can use the cantrip Shape water as a bonus action.
You are learning the spell Water surface and The blade of the water stream. You can use them without spending any material components. You can use them a number of times equal to your proficiency bonus (the stock of uses is common for both spells), after that, you need to take a short or long rest. You can cast these spells on a spell slot at a higher level by spending 2 uses at a time, or use a spell slot at 2 levels higher by spending 4 uses at a time.
The Golden Guardian of Caenis[edit]
At level 10. With a bonus action, you can summon the Golden Caenis to help you. The Golden Caenis is summoned for 10 minutes, is friendly to you and has a telepathic connection with you. You can summon Golden Caenis 2 in a day, after which you will need to take a long rest.
- Golden Caenis
The Golden Caenis is a great noble spirit that protects the seas and oceans from external and internal dangers. To see it is considered a great success and a good sign that the journey through the waves will be peaceful.
Elemental, Monster (large)
Armor Class: 16 (natural armor)
Hit Points: 126 (14к10 + 56)
Speed: 90 feet
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 20 (+5) | 18 (+4) | 12 (+1) | 14 (+2) | 10 (0) |
Immunity: Poison, Necrotic
Resistance: Slashing, Piercing, Bludgeoning, Psychic, Radiant, Lightning
Vulnerability: Thunder, Acid
Saving Throws: Constitution + 6 and Dexterity + 8
proficiency bonus: + 4
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Understands one language you speak
- Special effects
Сaenis Blessing: If the Сaenis hits an enemy with its attack, then all subsequent attacks against the hit enemy will be made with an advantage in this turn.
Wings of freedom: Сaenis throws with advantage against the effects of immobilization and is not susceptible to the effects of deceleration.
- Actions
Multiattack: Сaenis deals 2 attacks to choose from:
- 2 crushing dives Сaenis forcefully swoops down to attack one target, then soars into the sky and crashes into the second target within 15 feet of the first.
- Сaenis Crushing dive with force, and then makes a claw attack one target.
- Сaenis 2 attacks with claws one target.
Crushing dive. Melee Weapon Attack: +7 to hit, at least 30 feet above the target., one target. Hit: 11 (1d10+6) bludgeoning magic damage. The target must pass a Strength or Dexterity test of difficulty 14, otherwise he will be knocked down.
Claw Attack. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+7) slashing magic damage.
The Knight of the Sea Foam[edit]
At level 15. You have learned the true power of the seas and oceans by becoming the embodiment of the water element. You get the following bonuses and abilities:
- Fighting in the water gives you +3 attack and damage rolls, and all your attacks are considered magical when calculating resistance.
- While in the water, you gain +3 in defense and resistance to slashing, stabbing, and crushing damage from non-magical attacks.
- The water you create becomes magical and cannot be dispersed or transformed.
- You double your movement speed in the water. And you can't be slowed down.
- You can use Create or destroy water and Shape water with the help of the bonus action at the same time.
- You spend 2 times less time relaxing in the water.
You are learning the Control Water and Summoning the Water Dragon spell. You can use them without spending any material components. You can use them a number of times equal to half of your proficiency bonus rounded down (the stock of uses is common for both spells), after which you will need to take a long rest.
Primordial Ocean[edit]
At the 18th level. You are appealing to the power of the Primordial Ocean, whose waters penetrate through space and absorb everything they come in contact with. All creatures within a 120-foot radius of you end up in a Primordial Ocean. Primordial Ocean: This is a separate dimension from which all the waters of the world flow. Get out of the Primordial ocean can only be destroyed by disabling the one who summoned it or using magic that allows you to move between dimensions.
All creatures moved to the Primordial Ocean end up underwater. The water in the Primeval Ocean is magical, it ignores any influences, cannot be changed or transformed in any way. The Primordial Ocean blocks any magical means of communication and perception.
Being in the Primordial Ocean, you get a number of bonuses:
- You gain an advantage in all stats checks rolls.
- You can use your magic indefinitely and not maintain concentration on it.
- You gain protection from reduced healing and displacement magic.
- You know the position of all creatures wherever they are and no matter how they try to hide.
You can maintain the Primordial Ocean for 5 minutes and undo it at any moment, releasing all creatures trapped in it. After that, you will be able to use it again only after 48 hours and after taking a long rest.
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