Demigod of Poseidon (5e Class)
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Spawn of the Ocean God[edit]
As a child of Poseidon, the rage of the ocean and power of earthquakes sit just below the surface. Children of Poseidon are typically wild cards in the hero world. It can be hard to know what they will do, but they are always powerful. Enemies of these children quickly learn that there is a reason three quarters of the earth is covered by ocean. Because Poseidon said he didn’t want the whole thing.
Creating a Child of Poseidon[edit]
- Quick Build
You can make a Child of Poseidon quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Child of Poseidon you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Child of Poseidon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Child of Poseidon level after 1st
- Proficiencies
Armor: Light armor
Weapons: Martial weapons
Tools: Navigator’s tools, Water vehicles
Saving Throws: Constitution, Strength
Skills: Choose three from Acrobatics, Athletics, Insight, Investigation, Perception, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Trident and shield or (b) Any martial weapon or (c) A shield and any non-ranged martial weapon
- (a) An adventurer’s pack or (b) A dungeoneer’s pack
- Navigators tools
- A magical weapon, artifact, or piece of equipment that is discussed with the DM
Level | Proficiency Bonus |
Features | Concentration Points |
---|---|---|---|
1st | +2 | Underwater Breathing, Unhindered Swimming | 0 |
2nd | +2 | Aquatic Healing | 0 |
3rd | +2 | Water Manipulation, Subclass selection | 1 |
4th | +2 | Ability Score Improvement | 1 |
5th | +3 | Equine Communication | 2 |
6th | +3 | Sublass feature | 2 |
7th | +3 | Ocean Sense, Improved Aquatic Healing | 3 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | Extra attack | 4 |
10th | +4 | Subclass feature | 4 |
11th | +4 | Improved Water Manipulation | 4 |
12th | +4 | Ability Score Improvement | 5 |
13th | +5 | Extra attack | 5 |
14th | +5 | Subclass feature | 6 |
15th | +5 | Personal Hurricane/Whirlpool | 6 |
16th | +5 | Ability Score Improvement | 6 |
17th | +6 | Subclass feature | 7 |
18th | +6 | Poseidon’s Blessing | 7 |
19th | +6 | Ability Score Improvement | 7 |
20th | +6 | Tsunami | 8 |
Class Features[edit]
Level 1
Underwater Breathing[edit]
As a child of Poseidon, you are naturally imbued with the ability to breathe water as if it was air.
Unhindered Swimming[edit]
While in water, your swim speed is equal to your walking speed, and you do not have disadvantage on melee attacks.
Level 2
Aquatic Healing[edit]
The water holds a healing power that you can call upon for yourself. As a bonus action, you may touch fresh water and use Aquatic Healing to heal yourself 1 d6 hit points per use. You can use this feature a number of times equal to your proficiency bonus every short rest.
Level 3
Concentration Points[edit]
As a demigod of Poseidon some of your abilities require you to maintain concentration in order to keep their magic active. If you lose concentration, such an ability ends immediately. Because of the impressive power behind your abilities, you are limited not only on how much you can concentrate on at once, but on how many times you may use an ability that requires concentration. You have a specific amount of concentration points for you to use on abilities, shown on the right side of the “Class Features” chart. If an ability must be maintained with concentration, that fact appears in its description, and the ability specifies how long you can concentrate on it. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration: • Using another ability that requires a concentration point. You lose concentration on an ability if you use another ability that requires concentration. You can't concentrate on two abilities at once (Unless otherwise specified). • Taking damage. Whenever you take damage while you are concentrating on an ability, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as a sword and a Minotaur’s horn, you make a separate saving throw for each source of damage. • Being incapacitated or killed. You lose concentration on an ability if you are incapacitated or if you die. The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.
Your amount of concentration points per level is shown on the right side of the Class Features Chart. You regain all Concentration Points after a long rest.
Water Manipulation[edit]
As a Child of Poseidon you’ve begun to manifest the ability to manipulate water. You may expend a Concentration Point to use any of the following features.
- Control Water (Concentration)
As an action you can manipulate, move, and control any amount of water within 30 feet of you for a number of minutes equal to your proficiency bonus for every Concentration Point you expend.
- Gurgling Grasp (Concentration)
As an action you may command a sufficient amount of water within 30 feet of you to enshroud a target within 30 feet of that point. The target makes a DC 15 Strength or Dexterity saving throw. On a successful save, Gurgling Grasp fails to make any effect. On a failed save the target is enshrouded in water, is considered Restrained, and takes 1 d8 Force damage.
On its turn, the target can attempt to escape by making a DC 18 Strength Saving throw. On a Success the Gurgling Grasp collapses and the target is free. On a fail, the target remains restrained and takes 1 d8 Force damage.
You can hold Gurgling Grasp for a number of turns equal to your proficiency bonus for every Concentration Point you expend.
- Water Whip
As an attack you may command any water within 30 feet of you to lash out at a target within 30 feet of that point. On a hit, Water Whip deals 2 d8 Slashing damage.
- Forceful Wave
As an attack you may command a significant amount of water within 30 feet of you to surge in a five foot wide line for 30 feet from that point. Anyone in that line makes a DC 13 Strength or Dexterity saving throw. On a failed save they take 2 d8 damage and are pushed back 10 feet or to the end of the line. On a successful save they take 1 d8 damage and are not moved.
Level 5
Equine Communication[edit]
As a Child of Poseidon, horses are incredibly friendly and helpful. You can communicate with horses and they can communicate back. Any animal handling checks you make with a horse have advantage.
Level 7
Ocean Sense[edit]
The world below the waves is becoming more and more your natural habitat. While submerged in water you have blindsight up to 300 feet. This sight is not blocked by obstacles, unless you are completely surrounded by the obstacle.
Improved Aquatic Healing[edit]
When you use the Aquatic Healing feature you are now healed 2 d6 for each use, and you can use the Aquatic Healing feature while you are Paralyzed, Petrified, or Unconscious, so long as you are in contact with water. Using Aquatic Healing also counters any of the following conditions that are already applied to you: Charmed, Deafened, 1 level of Exhaustion per use, Frightened, Paralyzed, Petrified, Poisoned, Stunned, or unnaturally Unconscious.
Level 9
Extra Attack[edit]
You now can make two attack actions on your turn.
Fire Resistance[edit]
Due to your watery heritage you are now resistant to fire damage. Any time you would take fire damage you take half of the rolled damage.
Level 11
Improved Water Manipulation[edit]
Your control over water has improved. Your Water Manipulation features have become the following.
- Improved Control Water (Concentration)
As an action you can manipulate, move, and control any amount of water within 60 feet of you for a number of minutes equal to your proficiency bonus for every Concentration Point you expend.
You may also use Control Water as a means of transportation. When underwater and using Control Water, you speed is an additional 60ft. When above water and using Control Water your speed is an additional 10ft, and you can hover up to 40 feet in the air if supported by a pillar of water. This ability does stack with the “Improved Unhindered Movement” feature in the “Ocean Master” subclass.
- Improved Gurgling Grasp (Concentration)
As an action you may command a sufficient amount of water within 60 feet of you to enshroud a target within 30 feet of that point. The target makes a DC 18 Strength or Dexterity saving throw. On a successful save, Gurgling Grasp fails to make any effect. On a failed save the target is enshrouded in water, is considered Restrained, and takes 2 d8 Force damage.
On its turn, the target can attempt to escape by making a DC 20 Strength Saving throw. On a Success the Gurgling Grasp collapses and the target is free. On a fail, the target remains restrained and takes 2 d8 Force damage.
You can hold Gurgling Grasp for a number of turns equal to your proficiency bonus for every Concentration Point you expend.
- Improved Water Whip
As an attack you may command any water within 60 feet of you to lash out at a target within 60 feet of that point. On a hit, Water Whip deals 2 d8 Slashing damage.
- Improved Forceful Wave
As an attack you may command a significant amount of water within 60 feet of you to surge in a 5ft wide line for 30 feet from that point. Anyone in that line makes a DC 18 Strength or Dexterity saving throw. On a failed save they take 3 d8 damage and are pushed back to the end of the line. On a successful save they take 2 d8 damage and are not moved.
Level 13
Extra Attack[edit]
You now can make three attack actions on your turn.
Level 15 ====Personal Hurricane/Whirlpool==== (Concentration) As a bonus action you may expend a Concentration point and create a small hurricane or whirlpool (above or below water respectively) to protect and assist you in battle. The hurricane/whirlpool surrounds you on all sides and occupies five feet of space surrounding you in every direction. The hurricane/Whirlpool remains active until you lose concentration, or for a number of turns equal to your Concentration Point Maximum.
While the hurricane/whirlpool is active, the following features occur:
- Anyone starting their turn in the same space as the hurricane/whirlpool takes 3d8 slashing(hurricane) or force(whirlpool) damage.
- Anyone starting their turn in the same space as the hurricane/whirlpool makes a DC 18 Strength check. On a fail, they are pushed out of the hurricane and are now prone. On a success this doesn’t happen.
- If you move past anyone on your turn in such a way that for a moment they would be in the same space as the hurricane, but you don’t end with them in that space, that person takes 1 d8 slashing(hurricane) or force(whirlpool) damage.
- Melee attacks against you have disadvantage.
- Ranged attacks that pass through the hurricane have disadvantage, and deal half damage on a hit.
- You can spend concentration points to use Aquatic Healing without disrupting the hurricane/whirlpool.
Level 18
Poseidon’s Blessing[edit]
Your heroics as Child of Poseidon have attracted your father’s interest. Once per long rest and as an action, you may pray to Poseidon and ask for his blessing. Roll a d100 on the Poseidon’s Blessing table below. The effect you rolled has to take place, whether you want it to or not.
Poseidon’s Blessing Table
- 1-3——— Your prayer insult’s Poseidon greatly take 1 d100 force damage
- 4-19——- Poseidon woke up on the wrong side of the bed. Take 1 d20 force damage
- 20-35—— Nothing happens
- 36-49—— You and your party members are transported to a location of your choosing.
- 50-55—— You permanently have true-sight for 60 feet.
- 56-65—— You gain 5 additional concentration points (Your maximum doesn’t increase. Excess points are temporary)
- 66-70—— Your weapon is blessed It now deals an additional 1 d20 force damage
- 70-74—— Your weapon is blessed. It now deals an additional 2 d20 force damage for the rest of the day
- 75-80—— Your party’s weapons are blessed. They deal an additional die of damage
- 81-85—— You and your parties weapon’s are blessed. They deal an additional d10 force damage
- 86-89—— Regain 2 d20 hit points
- 90-93—— Return to full health
- 94-96—— You and your party regain 2 d20 hit points
- 97-99—— You and your party return to full health
- 100——— Poseidon grants you a Wish (only once, and you don’t have to use it immediately)
Level 20
Tsunami[edit]
Once per week you call upon your father’s power to utterly demolish your enemies. As an action you create a wall of water 30 feet wide and tall. The Tsunami travels in a straight line for 60 feet. Anyone caught in the tsunami is dealt 100 force damage, is carried to the end of the line, and knocked prone. If the Tsunami carries them into a solid object they are dealt an additional 50 Bludgeoning damage and knocked unconscious.
Subclass Features[edit]
At 3rd level, your godly blood manifests unique abilities. Choose between Earth Shaker, and Ocean Master, or Equestarian, all detailed at the end of the class description. Your choice grants you features at level 3, and again at levels 6, 10, 14, and 17
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. You may decide to forgo improving your score and instead take a feat.
Earth Shaker[edit]
Poseidon isn’t just the god of the ocean. He is also the god of Earthquakes.
Level 3
- Tremor (Concentration)
As an action on your turn, you may expend a concentration point to create a small earth tremor. Everyone within 30 feet of you must make a DC 18 dexterity saving throw or be knocked prone and take 1 d10 bludgeoning damage.
Level 6
- Tremor Sense
So long as you are on the ground you have tremor sense (Similar to blindsight) for 60 feet. If you are not on the ground, you have tremor sense for 10 feet.
Level 10
- Fissure (Concentration)
As an action, on your turn you may expend a concentration point to create a fissure in the earth. It reaches 30 feet in a line starting from you. The fissure is 5 feet wide, and is 10 feet deep. Any creature in the path of the fissure must make a DC 17 dexterity saving throw or fall into the fissure, taking the appropriate 1 d6 falling damage.
On your next turn you may choose to use an action expend another concentration point to close the fissure, dealing 4 d10 bludgeoning damage to anyone still inside the fissure.
- Greater Tremor (Concentration)
As an action on your turn, you may expend a concentration point to create a considerable earth tremor. Everyone within 40 feet of you must make a DC 20 dexterity saving throw or be knocked prone and take 2 d10 bludgeoning damage.
Level 14
- Reshape Earth (Concentration)
On your turn you may expend an action to use a concentration point to spend 60 seconds molding the earth within 30 feet of you to your liking.
Level 17
- Volcanic Fissure (Concentration)
On your turn, when you perform “Fissure” the fissure is now 60 feet long, 10 feet wide, 30 feet deep, and you may choose whether it is filled with lava or not.
- Earthquake (Concentration)
As an action on your turn, you may expend a concentration point to create an Earthquake. Everyone within 90 feet of you must make a DC 22 dexterity saving throw or be knocked prone and take 3 d10 bludgeoning damage.
Once per week, If you have all concentration points, you may choose to expend all of them and take five levels of exhaustion to create a minor natural disaster zone. Everyone on the ground in the disaster zone is knocked prone. Roll a d100 to see what the size of the disaster zone is and what kind of damage is dealt to everyone in that zone.
Disaster Table Roll. Zone size / Bludgeoning Damage
- 1-9. — 300 feet / 4 d10
- 10-18. — 500 feet / 5 d10
- 19-27. — 800 feet / 6 d10
- 28-36. — 1000 feet / 7 d10
- 37-45. — 1500 feet / 8 d10
- 46-54. — 2000 feet / 9 d10
- 55-63. — 2500 feet / 10 d10
- 64-72. — 3000 feet / 11 d10
- 73-81. — 4000 feet / 12 d10
- 82-90. — 1 mile / 13 d10
- 90-94. — 5 miles / 15 d10
- 95-99. — 10 miles / 17 d10
- 100. — 100 miles / 20 d10
Ocean Master[edit]
Poseidon rules the seas with the rage of a hurricane and the patience of an endless current. Every wave is mapped and noticed by him. As an Ocean Master Child of Poseidon, your skills on the sea are much more powerful than other children of Poseidon.
Level 3
- Create Fountain
On your turn, as an action, you may create a temporary fountain of fresh water to use any of your water based abilities with. The fountain takes up a 5ft by 5ft square and lasts for an hour.
- Improved Unhindered Movement
When underwater your speed is an additional 60ft. When above water and using Control Water your speed is an additional 10ft, and you can hover up to 40 feet in the air if supported by a pillar of water.
Level 6
- Double Proficiency
Your proficiency bonus is double what the “Class Feature” chart shows. This means that any abilities that say “do ____ a number of times/feet/minutes equal to your proficiency bonus” are also doubled to match the new proficiency bonus.
Level 10
- Improved Ocean Sense
The world below the waves is becoming more and more your natural habitat. While submerged in water you have blindsight up to 400 feet. This sight is not blocked by obstacles, unless you are completely surrounded by the obstacle.
- Improved Aquatic Healing
When you use the Aquatic Healing feature you are now healed 4 d6 for each use, and you can use the Aquatic Healing feature while you are Paralyzed, Petrified, or Unconscious, so long as you are in contact with water. Using Aquatic Healing also counters any of the following conditions that are already applied to you: Charmed, Deafened, 2 levels of Exhaustion per use, Frightened, Paralyzed, Petrified, Poisoned, Stunned, or unnaturally Unconscious.
Level 14
- Fire Invulnerability
Any time you would be dealt fire damage, instead you take no damage.
Level 17
- Explosive Geyser (Concentration)
When you use your “Create Fountain” Ability, you may choose to expend a concentration point to apply the following features to the fountain:
- The fountain is now a geyser shooting water 60 feet into the air
- The water is scalding, and anyone other than you within 20 feet of the geyser takes 10 burn damage per turn as the scalding lands on them and burns them.
- Anyone in the same space as the geyser loses the rest of their turn, immediately takes 50 burning damage, and is launched 50 feet in the air. Their next turn starts with them being sprayed with water 50 feet in the air.
Equestrian[edit]
Poseidon claim the entire ocean, but that doesn’t mean he doesn’t have some claim to the land as well. From the froth of the churning waves Poseidon created the first horses, and from one of his wives came the very first Pegasus. As an Equestrian Child of Poseidon, you find and befriend a Pegasus partner, and your abilities with horses are more powerful than other Children of Poseidon.
Level 3
- Pegasus Companion
You befriend a Pegasus companion. Like with other horses, you can communicate telepathically, but this Pegasus stays by your side and obeys your commands.
In combat you share an initiative with your Pegasus. It can take its turn immediately before or after yours.
Pegasus Character Sheet[edit]
Large celestial, chaotic good
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 60 ft., fly 90 ft.
STR. DEX. CON. 18 (+4). 15 (+2). 16 (+3)
INT. WIS. CHA. 10 (+0). 15 (+2). 13(+)
Saving Throws: Dex +4, Wis +4, Cha +3
Skills: Perception +6
Senses: passive Perception 16
Languages: understands Celestial, Common, Elvish, and Sylvan but can’t speak
Challenge 2 (450 XP)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Level 6
- Healthy Companionship
When you fail a check, saving throw, or death save, so long as your companion Pegasus is alive; you may re-roll that check, saving throw, or death save and take the better (not necessarily highest) result. You can only do this once per check, saving throw, or death save.
- High Horse Superiority
While your companion Pegasus is within 10 feet of an enemy, once per turn you deal an extra number of d6 equal to your proficiency bonus on a successful attack.
Level 10
- Taxicab Whistle
Once per day you may use a bonus action to perform a piercingly loud Taxicab Whistle. So long as you are on the same plane of existence, your Pegasus companion is immediately transported to your side. You may choose a space within 30 feet of you to summon your companion Pegasus.
If you summon it in the same space as an enemy, that enemy must make a DC 18 dexterity saving throw or take 1 d10 bludgeoning damage and be knocked prone.
You may use Taxicab Whistle multiple times a day at an expense of a concentration point for each use.
Level 14
- Call for Help
Your Pegasus companion has a few friends that you can call on should there be a situation arise where it may not be what you need. You can use your Taxicab Whistle for the day to summon a mount for you and each of your companions. The mount is decided by your DM.
Level 17
- Call the Cavalry
Expend a Concentration point to summon Arion, Pegasus, or Xanthus
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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