Coastline Guardian (5e Subclass)

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Coastline Guardian[edit]

Fighter Subclass

Coastline Guardians are warriors trained in a fighting style that mimics and draws power from the connection with the sea. These warriors are defenders of lighthouses and seaside fortresses, mariners and seafarers, that can unleash the power of the tides upon their enemies. Coastline Guardians worship and fear the ocean, and through its power they inspire the same fear on those who oppose them

Oceans Anger

Once at 3rd level, as a bonus action you can call upon the fury of the sea to create fear in the hearts of those that oppose you. In a 30-foot radius all hostile creatures must make a Wisdom saving throw against a DC equal to 8 + your Wisdom modifier + your proficiency bonus or they become frightened of you until the start of your next turn. You can use this feature a number of times equal to half your fighter level (rounded up), regaining uses after a long rest.

Primordial Memory

Once you reach 7th level, you gain a new outlook based off your experience at sea. You gain proficiency in Nature (or add twice your proficiency bonus in checks with it if you are already proficient) and become resistant to psychic damage. You also can read and speak primordial

Typhoon's Call

At 10th level, your connection to the sea has given you the ability to manifest it and use its power. When someone leaves the space within 5 feet of you, instead of an opportunity attack, you can use your reaction to encase the enemy in a swirl of water. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or it can't move until the start of its next turn and take magical bludgeoning damage equal to 1d12 + your Wisdom modifier

Sea Breeze

At 15th level, your Second Wind reminds you of your time at sea. After using second wind you also gain advantage on all Strength and Constitution checks and saves for 1 minute.

In addition, you can use Second Wind as a reaction when you are forced to make a Strength or Constitution check or saving throw, gaining advantage on that check or save.

Tsunamis Wrath

At 18th level, the sea gives you one final boon: the ability to channel the power of the tides on through your strikes. As a bonus action when you hit a creature with a weapon attack, you can deal an extra 7d12 bludgeoning damage. The target must also make a Strength saving throw DC 8 + your proficiency bonus + your Strength modifier or get knocked back 10 feet. You can use this feature a number of times equal to half your fighter level (rounded up), regaining uses after a long rest.

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