Sahuagin Raider (5e Class)

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Sahuagin Raider[edit]

Design Note: While this class's features end at 6th level, the number of alternate features available are not necessarily mutually exclusive. As a DM, consider granting further 6th level features from this class to a 6th level player as feat options, boons, or potentially as further levels in this class.

As a sahuagin devotion to Sekolah, their sharklike nature and command over the sea grows.

Class Features[edit]

As a Sahuagin Raider you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sahuagin Raider level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sahuagin Raider levelafter 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: simple weapons, martial melee weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Stealth, and Survival

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

Level Proficiency
Bonus
Features
1st +2 Clawed Fins
2nd +2 Shark Telepathy
3rd +2 Blood Frenzy
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Sahuagin Baron


Clawed Fins[edit]

At 1st level, your hands, webbed or otherwise, end in sharp claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Shark Telepathy[edit]

At 2nd level, you gain a powerful form of psionics capable of overriding a shark's will. You can magically command any shark within 120 feet of you, using a limited telepathy.

Blood Frenzy[edit]

At 3rd level, the scent of blood triggers a unique chemical reaction in your brain more powerful than adrenaline. You have advantage on melee attack rolls against any creature that doesn't have all its hit points. This feature does not function if you can not smell the target's blood, such as if the target is a construct or if your sense of smell is overpowered such as by a stinking cloud spell.

Ability Score Increase[edit]

When you reach 4th 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sahuagin Baron[edit]

At 6th level, you gain full use of your four-armed mutation. You gain a second pair of arms, your swimming speed increases by 10 feet, and your size becomes Large as do your natural weapons (DMG pg. 278).

Alternate Feature: Malenti Perfection[edit]

At 6th level, you have perfected your infiltration skills using your elf-like mutation. You gain two traits of your choice from the sea elf race, not including its Ability Score Increase. You must be a malenti to gain this feature.

Alternate Feature: Coral Smasher[edit]

At 6th level, your blows crush ship hulls and sea elves' coral homes. You deal double damage to objects and structures.

Alternate Feature: Deep Diver[edit]

At 6th level, you have been blessed by Sekolah to explore the deepest depths of her realm. You have advantage on Dexterity (Stealth) checks made while submerged in water.

Additionally, your head gains a lure filled with the light of Sekolah's mind. You can cause your lure to light up or darken at will. While your lure is lit, you shed bright light in a 30-foot radius centered on yourself and dim light for an additional 20 feet. As an action, you may flash your lure, forcing every creature within 30 feet of you that can see the light to succeed on a Wisdom saving throw or be charmed until the end of your next turn. A creature charmed in this way is incapacitated as it stares at the light. The DC for this saving throw is equal to 8 + your proficiency bonus + your Wisdom modifier.

Alternate Feature: Wave Shaper[edit]

At 6th level, you have sacrificed your body to Sekolah, bending and twisting it to be infused with her magics. You learn the message cantrip and the comprehend languages spell. When you cast a spell with this feature, you can not do so again until the end of your next long rest. The DCs for this feature's checks and saving throws are equal to 8 + your proficiency bonus + your Intelligence modifier.

As an action, you may target a body of water at least 50 feet square and 25 feet deep that you can see, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until you are incapacitated. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a Strength (Athletics) check.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage. This damage occurs each round it remains in the vortex.

Alternate Feature: Sharkmaster[edit]

At 6th level, as a reaction when you reduce a Beast with a swimming speed with a CR equal to or lower than half your proficiency bonus to 0 hit points, you may pull them fully under your psionic influence, turning them into your thrall. The target must succeed a Charisma saving throw or be charmed by you. This condition can only be removed with a remove curse spell or similar magic. You can cast suggestion non-magically on a creature charmed in this way without spending a spell slot. You can have a number of creatures charmed in this manner equal to your proficiency bonus, and you may end its effects on a creature at will. When this effect ends, the creature it was effecting becomes hostile to you.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the sahuagin raider class, you gain the following proficiencies: Animal Handling

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