Sea Assailant (5e Subclass)
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Sea Assailant[edit]
Rogue Subclass
Corsair of the Mage Isles, by Alex Chen |
Sea assailants are mystical rogues, that have a deep connection with the seas. These rogues are capable of using a subtle form of magic, that focus on controlling bodies of water. They are able to swim as if they were waterborne creatures, create weapons of pure ice or even control the tides.
Sea assailants are often seen aboard of pirate ships, using their control over the seas to help them to pillage and plunder with ease, moving the waters to bring their victims towards their ships. Some of them are also found in treasure hunting ships, since they can easily dive towards the depths of the ocean, finding wrecked ships filled to the brim with treasures.
- One with the Sea
Starting when you select this subclass your in water ability increases to new heights. Starting at 3rd level, your gain a swim speed of 30 feet. If you already have a swim speed, your's increase by 30 feet.
Additionally, your maximum amount of time you can spend underwater normally is doubled and you can make attacks underwater and from the water without disadvantage.
- Water Prowess
Also at 3rd level, you learn the shape water cantrip, which you can cast as a bonus action, rather than an action. Intelligence is your spellcasting ability for this spell.
In addition to the ways you can normally manipulate water using this cantrip, you gain the following ones:
- You can freeze water with a creature inside it. The creature must succeed on a Strength saving throw against your spell save DC, or is restrained until the end of your next turn.
- You can move water that fits into a 5-foot cube into any direction, inside the range of the spell. You can move the water 30 feet in each turn.
- You can shape the water into ice versions of any tools or weapons you are proficient with. A tool breaks after a failed check using it. A weapon breaks after a successful hit. The additional sneak attack damage with an ice weapon causes cold damage, instead of the regular damage.
- Sea Senses
When you reach 9th level your senses grow beyond supernatural when it comes to water. You always know which direction will bring you to the nearest body of water as well as tell if there will rain or storm in the next 24 hours.
When placing your hand in water you can use an Action to roll a Wisdom (Perception) check to see the surroundings of another body of water up to 100 feet, as well as tell if there are any living creatures with the pool of water but may not know what they are.
- Sea Shaping
Starting at 13th level, when you finish a long rest, you can imbue magic in a flask containing water. The magical water retain its magical properties for 8 hours, and you can create enough magical water for a number of uses equal to your Intelligence modifier (minimum 1).
You have the following uses:
- As an action, you can cover yourself with a drop and change your appearance. This feature is treated the same as the spell disguise self, though it lasts until you choose to take it off.
- You can use a drop to form duplicates of yourself. This works as the spll mirror image, but the duplicates aren't illusions, but water constructs.
- You can place a drop on a creature or object to cause the creature movement to become completely silent for the duration of an hour (as if it was affected by the silence spell, only affecting the target, rather than an area.
- Sea Weather Change
Starting at 17th level your connection with the sea becomes undeniable. You can cast control water and watery sphere each once, without spending spell slots. You can't do it again until you finish a long rest.
In addition, you can breath underwater, and gain resistance to cold damage.
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