Child of the Sea (5e Class)

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Child of the Sea / Ocean[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 / Ocean[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, martial weapons
Tools: Lute
Saving Throws: Wisdom, Dexterity or Constitution
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 4 2 2
2nd +2 Ocean Born 4 3 3
3rd +2 A Mother's gift 4 4 4 2
4th +2 Ability Score Improvement, Tidal Adaptability (Optional) 5 5 4 3
5th +3 Ocean Path ( Subclass ) 5 6 4 3 2
6th +3 5 7 4 3 3
7th +3 Ocean Path Feature 5 8 4 3 3 1
8th +3 Ability Score Improvement, Tidal Adaptability (Optional) 5 9 4 3 3 2
9th +4 Way of the 7 Seas 5 10 4 3 3 3 1
10th +4 Ocean Path Feature 6 11 4 3 3 3 2
11th +4 Way of the 7 Seas 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement, Tidal Adaptability (Optional) 6 12 4 3 3 3 2 1
13th +5 Ocean Path Feature 6 13 4 3 3 3 2 1 1
14th +5 Way of the 7 Seas 6 14 4 3 3 3 2 1 1
15th +5 6 15 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Tidal Adaptability (Optional) 6 16 4 3 3 3 2 1 1 1
17th +6 6 17 4 3 3 3 2 1 1 1 1
18th +6 6 17 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Tidal Adaptability (Optional) 6 18 4 3 3 3 3 2 1 1 1
20th +6 6 18 4 3 3 3 3 2 2 1 1

Class Features[edit]

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 Born[edit]

As a child of the sea / ocean 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, this also gives you an extra 5ft of movement on land. Speed= 35ft, Swim= 60ft


A Mother's gift[edit]

At level 3, the ocean mother bestows you a gift for your loyalty. You gain one of the following features of your choice (Choose wisely as the gift of your choosing will affect the subclass you are given).

Gift of Charybdis

- You can use your bonus action to manifest a weapon in your empty hand. The weapon that manifests in your hand is completely made out of water. You must be proficient in the weapon to be able to manifest the weapon. You may choose if the weapon will deal a normal type of damage or magical damage. Manifest-able weapons deal an extra 1d4 force damage.

Force damage increases to 1d6 at lvl6, 1d8 lvl 9, 1d10 lvl 12 and 1d12 at lvl 15

-Your weapon disappears if it is more than 30 feet away from you for 30s 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 a manifest-able 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 are able to choose the form it takes when manifested, either water or normal. This is only for when you transform a magical weapon into a manifest-able weapon ). You can then dismiss the weapon, turning it into a puddle of water and it appears whenever you manifest your weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your manifest-able 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 manifests out of water at your feet if was originally dismissed when the bond is broken.

( You can only have 1 manifest-able weapon at all times )


Gift of Naiads

- As an action you can heal a creature ( by touch ) of your choice by 1d8 + your Con. or you can add 1d4 temporary hit points to yourself. You may use this half your level in this class ( rounded down, minimum to 1 ) equal to your proficiency bonus, all temporary hit points are stackable. All expended use can be regained after a short rest.


Gift of Hydra

-You obtain a Hydra tattoo which gives you the ability to add a 1d6 to an ability check when you fail, you may use this ability equal to your proficiency bonus. This increases to 1d8 at lvl 10 and 1d10 at lvl 18. All expended uses can be regained after a long rest.

Tidal Adaptability ( Optional )[edit]

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing options:

- Replace one cantrip you learned from this class with another spell from the spell list. ( Bottom of Page )

- Replace a feature / ability from the Ocean Path ( Subclass ) with another same level feature from a different Ocean Path subclass.

- Replace one spell you learned from this class with another spell from the spell list. ( Bottom of Page )


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.


Ocean Path ( Subclass )[edit]

Ocean Path Feature[edit]

At 5th level, the gift you chose from A Mother's gift affects the ocean path subclass that is granted to you. The following gift of choice gives the following subclass:

Gift of Charybdis = Path of the Dark Ocean

Gift of Naiads = Path of the Dead Sea

Gift of Hydra = Path of the Eternal Maelstrom

All subclasses are detailed at the at the class feature description below. Your subclass grants you features at 5th level and again at 7th, 10th, and 13th.

Path of the Dark Ocean[edit]

You have mastered the powers of the Dark Ocean and now have the ability to control it. Your manifest-able weapon are no longer made of ocean blue water, instead it is a dark ocean black. Starting at 5th level you gain the following abilities:

- You get an extra weapon attack if your previous weapon attack hit your target. (This does not include spell attacks and the weapon you use must be your manifest-able weapon)

- You gain bonus damage equal to your proficiency bonus when using your manifest-able weapon.

- You become proficient in medium armour, in addition to this you now have the ability to manifest your armour to don it off and on as a bonus action. You can convert one set of armour to become a manifest-able armour. If you are attacked and you do not have your armour on, you can use your reaction to don it to try to counter the attack.

Dark Armament

Starting at 7th level any attack roll you make against a target using your manifest-able weapon is a critical hit on a roll of 19 or 20.

Dark Heart

Starting at 10th level any creature you slay with your manifest-able weapon will grant you temporary hit points equal to your proficiency bonus + your Con. modifier. These temporary hit points last for 10 minutes or until it is diminished. In addition to this you can now have 2 manifest-able weapons.

Ocean's Wrath

Starting at 13th level, as an action you can cast the spell Whirlwind in the form of a hurricane. You may not be able to use this feature again until after 2 long rests.

Path of the Dead Sea[edit]

You have learnt how to give life as you've seen life being taken. Starting at 5th you can cast Mass Healing Word as a bonus action. You can use this feature half x your level in this class ( rounded down ), all expended uses can be regained after a long rest. In addition to this you may choose 2, 3rd level spells from the cleric spell list. ( These spells do not add up to the amount of spells you know )

Rejuvenation

Starting at 7th level you gain the ability to replace missing limbs as long as you are within 5ft of a large body of water ( Lakes, Rivers etc. ). You may use this feature equal to your proficiency bonus. In addition to this any healing spells you cast heal bonus health points equal to your constitution modifier. All expended uses can be regained when you submerge underwater in a large body of water at dawn.

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 60ft in length and height. You may choose who is able to enter or exit. All other capabilities of the Hallow spell remain the same.

Everlasting Sea

Starting at 13th level you can cast the spell Resurrection. In addition to this you can choose 2, 6th level spells from the cleric spell list or 4 spells below the 6th level spell list.

Path of the Eternal Maelstrom[edit]

You have mastered the flow of your power and the power of the oceans and seas itself. Starting at 5th level You have learned techniques to enhance your attacks with certain kinds of spells, gaining 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 obtain the cantrip Eldritch Blast from the Warlock cantrip list. When you cast the Eldritch Blast, instead of it being a dark purple light it is a bright cyan blue spectral light. You can now also cast the spell Misty step, you cast this spell equal to half your level in this class (rounded down).

Eye of the Storm

At 7th 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 13th 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.


Way of the 7 Seas[edit]

Starting at 9th level you gain Vehicle ( Water ) Proficiency, 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.

You gain more features at levels: 11 and 14

Starting at level 11 you gain the ability to give water breathing to a willing creature you touch for 30 minutes, you can give this ability to a number of creatures equal to half x your proficiency bonus. The creatures you touch also get a swim speed of 15ft. All expended uses can be regained after a long rest.

Starting at level 14 you are able to summon a Galleon in a large body of water ( Lake, Ocean etc. ), the Galleon rises from out of the water in 10ft away from where you are standing.


Heart of the Sea[edit]

Cantrip List[edit]

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


Spell List[edit]

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

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: 18

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

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