Child of the Sea (5e Class)

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Child of the Sea[edit]

Children of the Sea are beings that are descendants of the ocean itself. They utilise the water around to aid them in battle and ordinary everyday life. They're the children of the ocean, conquerors of the sea and the explorers of land. Children of the Sea are humanoids with the gift of manipulating water. They tend to be more flux when they live their life, moving to different places, making new friends and exploring the world similar to how the currents move throughout the oceans, freely without any restrictions.

A Human stands by the edge of a cliff overlooking the sea covered in wounds. He is cornered by Gnolls, spears, crossbows, all pointing at him. He looks over the cliff, back at the Gnolls, then at the sky. He leans back, falling off the cliff and into the sea. He is embraced by the water healing all his wounds.

A cloaked figure walks confidently towards the horde of goblins. The figure extends his arm, and a sword made of water materialises in his hand. A goblin rushes towards the cloaked individual, and with one swift clean motion, the goblin is decapitated. Another goblin follows but meets the same fate. A goblin fires a crossbow at the figure, a spherical shield made of water deflects the cross-bolt. The goblin falls onto the ground in fear as the cloaked figure walks towards him sword in hand.

A kid sits by the edge of the water on a beach. He builds a sandcastle. He looks over at the horizon, the ocean waves crashing against the shore as seagulls soar through the skies. A thief walks over with a crossbow in his hand. The thief aims his crossbow at the kid's back, suddenly an enormous pair of arms made of water sprout from the waves and restrain the thief crushing him. The kid continues to build his sandcastles.

Nevertheless of their origin, the ocean mother will always be by their side.

Creating a child of the Sea[edit]

Were you brought upon the world by the ocean, or were you born but blessed by the powers of the waves? Did you somehow do a favour for the ocean and in return it gave you abilities, or did a God gave you a gift of power? What is your main reason for exploring the world and looking for adventure?

Quick Build

You can make this quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Far Traveler background. Third, choose if your character is melee based choose the longsword and if your character is ranged based longbow with 20 arrows and a dagger. leather armor, a Lute and explorer's pack.

Class Features

As a Child of the sea you gain the following class features.

Hit Points

Hit Dice: 1d8 per Child of the sea level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Child of the sea level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons, trident
Tools: Lute, Vehicles (Sea)
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, History, Insight, Intimidation, Perception, Survival, Medicine and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Child of the sea

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Ocean Born 4 2 2
2nd +2 Ocean Path, Way of the 7 Seas 4 3 3
3rd +2 4 4 4 2
4th +2 Ability Score Improvement, Tidal Adaptability (Optional) 5 5 4 3
5th +3 5 6 4 3 2
6th +3 Ocean Path Feature 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 Ability Score Improvement, Tidal Adaptability (Optional) 5 9 4 3 3 2
9th +4 5 10 4 3 3 3 1
10th +4 Ocean Path Feature, Way of the 7 Seas 6 10 4 3 3 3 2
11th +4 6 11 4 3 3 3 2 1
12th +4 Ability Score Improvement, Tidal Adaptability (Optional) 6 11 4 3 3 3 2 1
13th +5 6 12 4 3 3 3 2 1 1
14th +5 Way of the 7 Seas 6 12 4 3 3 3 2 1 1
15th +5 6 13 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Tidal Adaptability (Optional) 6 13 4 3 3 3 2 1 1 1
17th +6 6 14 4 3 3 3 2 1 1 1 1
18th +6 Ocean Path Feature 6 14 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Tidal Adaptability (Optional) 6 15 4 3 3 3 3 2 1 1 1
20th +6 6 15 4 3 3 3 3 2 2 1 1

Ocean Born[edit]

As a child of the sea you have spent most of your life living in the water or by the water. You have learnt and mastered the ways of the water allowing you to move at high speeds when swimming. You gain a swimming speed equal to your movement speed.

Spellcasting[edit]

As a child of the sea, you have the ability to cast spells using the power of the ocean itself.

Cantrips

At 1st level, you know four cantrips of your choice from the spell list (Bottom of Page). You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the spell list.

The Spells Known column of the table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, your power relies on the strength of your connection between you and the ocean mother. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your spells. (Eg. A necklace, ring, bracelet etc. Anything that symbolizes the ocean or sea )

Ocean Path[edit]

At 2nd level, you can choose to receive a path, receiving gifts from the ocean's mother related to that path. You can choose between the following: Path of the Dark Ocean, Path of the Dead Sea or Path of the Eternal Maelstrom.

All subclasses are detailed at the at the class feature description below. Your subclass grants you features at 2nd level and again at 6th, 10th, and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Way of the 7 Seas[edit]

Starting at 3rd level you gain the ability to navigate through the waters with great prowess. At 3rd level, and again at 10th and 14th level, you gain certain features that help you to venture through the seas.

Seafarer

At 3rd level, you gain proficiency with vehicles (Water), and any checks you make that includes a Vehicle (Water ) is made with Advantage. In addition to this, you can navigate through an ocean or a sea without the need of a map.

Ocean's Boon

At 10th level, you can touch a creature, granting it the ability to breathe underwater and a swim speed equal to its movement speed. This blessing lasts for an hour. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Conjure Ship

Starting at 14th level, you are able to summon a sailing ship from the depths of the ocean. You can spend 1 minute when you are within 120 feet of a large body of water (large lake, sea etc), to can cause a giant ship to appear.

The ship has the properties of a warship (see ghosts of saltmarsh for more details).

A crew of twenty five sailors (commoners) appears with the ship. They obey your commands, but they can't leave the ship. They can operate the ship's weapons and help you to navigate the ship.

The ship sinks back to the ocean after 24 hours or when you use this feature again, but you can perform another ritual right before the ship disappear to keep it summoned. Once you use this feature, you can't do it again until you finish a long rest, unless you spend a spell of 7th-level or higher.

Ocean Paths[edit]

Path of the Dark Ocean[edit]

You have mastered the powers of the Dark Ocean and now have the ability to control it.

Gift of Charybdis: Water Weapon

Starting at 3rd level, you can use your action to create a weapon made of water in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it, and you use your Spellcasting ability for attacks and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your water weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your water weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into the depths of the sea, and it appears whenever you create your water weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your water weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the water depths when the bond breaks.

Dark Armament

Also at 3rd level, you can use a bonus action to bring the power from the dark waters to your water weapon. The water that makes the weapon becomes oily and black, and for 1 minute, you add your armament die, which is a d4, to the damage rolls of your attacks with the weapon, and you score critical hits on a 19-20 with it.

In addition, you can also bond with a set of light or medium armor using the same ritual that creates the water weapon, summoning a water armor instead. You are proficient with the bonded armor. If using a bound water armor, when you activate Dark Armament, you can use a reaction to reduce the damage taken by the armament die.

Your armament die becomes a d6 at 6th level, a d8 at 10th level and a d10 at 18th level. Once you use this feature, you can't use it again until you finish a short or a long rest.

Hunger of Charybdis

Starting at 6th level, when you make an attack with your water weapon, you can attack twice, rather than once, as part of your attack action. In addition, whenever you hit a creature with an attack from the Dark Armament, you can spend a spell slot of 5th-level or lower to cause additional damage equal to 1d8 plus 1d8 per level of the slot spent.

Dark Heart

Starting at 10th level any creature you slay with your water weapon will grant you temporary hit points equal to your Spellcasting ability modifier + your Child of Sea level. If you slay a creature with your Dark Armaments, you also regain hit points equal to the same amount.

Finally, when you are hit by an attack when donning your black water armor, you can spend a spell slot as a reaction to reduce the damage by 5, plus 5 per level of the slot spent.

Ocean's Wrath

Starting at 18th level, you can conjure the hunger of Charybdis, by manifesting a whirlpool in a large body of water. You can manifest the Whirlpool effect of a Control Water spell once, not requiring spell slots. You can't do so again until you finish a long rest. You and any vessel you command aren't affected by it, and you don't lose concentration of it (but still requires concentration to conjure it).

In addition, your Dark Armaments grow in power. When your Dark Armament is summoned, you gain the following benefits:

  • Your Dark Armament armor grant you resistance to bludgeoning, piercing and slashing damage when active.
  • Your Dark Armament weapon causes the additional damage with each attack, rather than once per turn.

Path of the Dead Sea[edit]

You have learnt how to give life as you've seen life being taken.

Gift of the Naiads: Touch of Life

Starting at 2nd level, you can restore the vitality of a creature using your touch. You gain the following benefits:

  • You can cast Cure Wounds, without spending a spell slot and as a 1st-level spell a number of times equal to your proficiency bonus, regaining uses of it after finishing a long rest.
  • Whenever you cast Cure Wounds, you can target another creature within 5 feet with it.
Rejuvenation

Starting at 6th level you gain the ability to restore the integrity of a creature's body. Whenever you restore hit points to a creature using your spells, you can also end either one disease, restore one missing limb or remove one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Endless Tide

Starting at 10th level you can cast the spell hallow. When you cast this spell, a large circular dome of water with an air bubble within it erupts from the point of where you cast the spell that spans at about 60 feet in length and height. You may choose who is able to enter or exit. All other properties of the hallow spell remain the same.

You can cast this spell once, without spending spell slots, being unable to do so again until you finish a long rest, unless you spend a spell slot of 5th-level or higher to do so again.

Everlasting Sea

Starting at 18th level, you learn the spell resurrection. You can also cast this spell once, without requiring spell slots or material components, being unable to do so until you finish a long rest in open sea.

You also learn two spells of your choice from the bard or cleric list. The spell you choose must be of 5th level or lower, and must either restore hit points, remove harmful conditions or impose the charmed condition. The chosen spells count as children of the sea spells for you but don't count against the number of spells you know. You can cast each once not requiring a spell slot, being unable to do so again until you finish a long rest.

Path of the Eternal Maelstrom[edit]

You have mastered the flow of your power and the power of the oceans and seas itself.

Gift of the Hydra: Magical Tattoos

Starting at 2nd level, your body is marked by the hydra, empowering your magic. You gain the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn the cantrip eldritch blast. When you cast eldritch blast, instead of it being a dark purple light it is a bright cyan blue spectral light.
Eye of the Storm

At 6th level, when you cast Eldritch Blast its range is now increased to 300ft. In addition to this when your Eldritch Blast hits a target their movement speed is reduced by 10ft until the start of your next turn.

Ocean Eyes

Starting at 10th level you gain true sight of 30ft, you also gain advantage on perception checks that is based on sight. In addition, your Eldritch Blast deal an extra damage equal to your Wisdom mod.

Leviathan's Gaze

Starting at 18th level you gain the ability to use Leviathan's Gaze. When you use this ability you stare into the soul of 3 creatures of your choice within your sight. The targets must make a wisdom saving throw ( DC = 10 + Pro. bonus + Wis. mod. ). On a success the targets take 1d12 psychic damage and on a fail the targets become Petrified upon seeing the spirit of a Leviathan behind you. [ Petrified Conditions ] = Paralysed, Incapacitated and Frightened.

Child of the Sea Spell List[edit]

You know all of the spells on the basic Child of the Sea spell list and additional spells based on your subclass.

Cantrips

Acid splash, Frostbite, ray of frost, shape water, Gust, Light, dancing lights, Poison spray, thorn whip, guidance, mage hand, prestidigitation and Resistance.

1st Level

Create or destroy water, detect poison and disease, fog cloud, grease, ice knife, warding wind, absorb elements, expeditious retreat, shield, wrathful smite, entangle, speak with animals.

2nd Level

Acid arrow, protection from poison, calm emotions, detect thoughts, hold person, Dust devil, gust of wind, darkvision, Moonbeam, pass without trace and silence.

3rd Level

Sleet storm, tidal wave, wall of water, water breathing, water walk, call lightning, lightning arrow, lightning bolt and nondetection.

4th Level

Control water, ice storm, vitriolic sphere, watery sphere, Storm sphere and black tentacles.

5th Level

Maelstrom, Cloudkill, cone of cold, control winds, mislead, Awaken and commune with nature.

6th Level

Investiture of ice, wall of ice, Investiture of wind, freezing sphere, find the path and true seeing.

7th Level

Teleport, Divine Word, Etherealness and Prismatic Spray.

8th Level

Tsunami, Clone, Control weather, Demi plane, and Antimagic Field.

9th Level

Storm of vengeance, Wish and Foresight

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into this class, you must meet these prerequisites: Wisdom: 13

Proficiencies. When you multiclass into the into this class, you gain the following proficiencies: Light armour, simple weapons.

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