Seabound (5e Class)

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Seabound[edit]

In the dawn of time, when the world was young, the seas were wild and untamed. The land was barren, and the ocean was a place of mystery and danger. It was Thalassra, in her eternal grace, who decided to bring harmony to the world. Her waves, embodying both destruction and creation, shaped the very lands that would become the foundation of civilizations. To maintain balance, she called upon the most worthy to become her children, the Seabound.

These mortals, chosen by the goddess, were infused with the essence of the sea itself. They became conduits for her will, wielding the waters in all their forms. Their abilities were not born of brute strength or arcane power, but of a deep spiritual connection to the water that surrounded them and the balance of the world. They would come to serve as protectors of the oceans, maintainers of the delicate balance between the land and sea, and emissaries of Thalassra’s will.

The Seabound do not see themselves as rulers of the seas but as humble servants of the goddess, protectors of the fragile boundaries between the land and water. They are often called to serve as mediators, stepping into conflicts between coastal civilizations or even between land-dwellers and aquatic beings. While many Seabound live on the coastlines, some venture deep into the ocean’s depths to commune directly with their goddess, performing sacred rituals that ensure the protection of Thalassra’s gifts.

They also act as protectors of lost sailors, guiding ships through treacherous waters, providing warnings of storms, and steering them clear of danger. The Seabound are often sought after by those who wish to traverse dangerous waters or seek knowledge about the deep, as their abilities allow them to navigate and understand the ocean better than anyone else.

Creating a Seabound[edit]

Are you from a coastal region, or did you discover your bond with the sea later in life? How did you come to follow Thalassra’s path—was it a spiritual calling, or a personal encounter with the ocean’s power? Reflect on how you view the balance between the ocean's nurturing and destructive sides. Do you embrace calm or explosive force in conflict? Think about your relationships—do you feel a strong bond with sea creatures or struggle to connect with land dwellers? What motivates you: protecting the sea, gaining knowledge, or seeking revenge?

Quick Build

You can make a Seabound quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the Sailor or Hermit background, depending on whether you have a life at sea or a solitary, spiritual connection to water. Third, equip your character with light or medium armor, you're not bound to a specific weapon. For weapons, you have the flexibility to choose from simple weapons, tridents, spears, whips, or nets. Additionally, be sure to take Navigator’s tools and water vehicles for enhanced mobility on the seas. For your skills, pick two from Athletics, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival to reflect your versatility in both sea and land-based situations.

Class Features

As a Seabound you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Simple weapons, Martial Weapons
Tools: Navigators tools, Vehicles (Sea)
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Athletics, Arcana, Insight, Medicine, Nature, Perception, Religion, and Stealth.

Equipment

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

  • (a) a spear or (b) a trident
  • (a) a whip or (b) a net
  • (a) an explorers pack or (b) a priest's pack
  • (a) light armor or (b) medium armor
  • a small holy symbol representing Thalassra
  • If you are using starting wealth, you have 15gp in funds

Multiclassing and the Seabound

If your group uses the multiclassing rules in the Player’s Handbook, here’s what you need to know if you choose Seabound as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a score of at least 13 in Wisdom and Charisma to take a level in this class or to take a level in another class if you are already a Seabound.

Proficiencies Gained. If Seabound isn’t your initial class, you gain the following proficiencies when you take your first Seabound level:

Armor: Light armor, medium armor, and shields

Weapons: Simple weapons, tridents, spears, whips, and nets

Tools: Navigator’s tools or water vehicles

Skills: One skill of your choice from the Seabound skill list

Spell Slots

Add half your Seabound levels (rounded up) to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules. You prepare spells for each of your classes individually, referring to the spell slots of an individual class to determine the number and levels of spells you prepare for it. in funds.

Table: The Seabound

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Tidal Surge, Aquatic Resilience, Weapon Mastery
2nd +2 Waveform Strikes, Tideborn Explorer 2
3rd +2 Seabound Subclass 3
4th +2 Ability Score Improvement 3
5th +3 Tidal Surge (Enhanced) 4 2
6th +3 Costal Wanderer, Expertise 4 2
7th +3 Whirlpool Step, Seabound Subclass, 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Cold-Blooded 4 3 2
11th +4 Seabound Subclass 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Expertise 4 3 3 1
15th +5 Seabound Subclass 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Freedom of Movement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 A Call for Thalassra 4 3 3 3 2

Sea’s Blessing (Spellcasting)[edit]

You have learned to channel the power of the sea, weaving its ebb and flow into your magic. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Seabound spells.
Spell Slots

The Seabound table shows how many spell slots you have to cast your 1st-level or higher spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of 1st Level and Higher

You prepare a list of spells that are available for you to cast with this feature. To start, choose two 1st-level spells from the Seabound spell list. Recommended spells include Create or Destroy Water and Cure Wounds.

The number of spells you can prepare increases as you gain Seabound levels, as shown in the Prepared Spells column of the Seabound table. Whenever that number increases, choose additional spells from the Seabound spell list until the number of prepared spells matches the number on the table.

The spells you choose must be of a level for which you have spell slots. For example, if you are a 5th-level Seabound, your list of prepared spells can include six Seabound spells of 1st or 2nd level, in any combination.

If another Seabound feature grants spells that you always have prepared, those spells do not count against the number of spells you prepare, but they are still considered Seabound spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can replace one spell on your list with another Seabound spell for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Seabound spells, as your magic is drawn from an intuitive connection to the ocean’s power.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a seashell, vial of seawater, coral charm, or a holy symbol as a spellcasting focus for your Seabound spells.

1st Level: Tidal Surge[edit]

Starting at 1st level, you can harness the power of the tides to enhance your movement and strikes. As a bonus action, you can enter a Tidal Surge state for 1 minute, gaining the following benefits

Your movement speed increases by 10 feet.

While Tidal Surge is active, you gain the ability to dash as a bonus action, and you can move through enemy spaces without provoking opportunity attacks, as long as you don’t end your turn there.

When you hit a creature with a melee or ranged weapon attack, you can push them 5 feet away from you. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

1st Level: Aquatic Resilience[edit]

At 1st level, your connection to the ocean's depths grants you resilience against the harshest of conditions. You can endure physical strain and recover from wounds more swiftly than others. You gain the following benefits

You have cold resistance.

You can breathe underwater and move through water at your normal movement speed without suffering any penalties.

Once per long rest, when you take damage that would reduce you to 0 hit points, you can use your reaction to absorb the force of the water around you, reducing the damage by your Seabound level + your Wisdom modifier. If this reduces the damage to 0, you can stay conscious with 1 hit point.

1st Level: Weapon Mastery[edit]

At 1st level, you gain specialized training in the weapons associated with the tides and the sea. Your strikes are precise and adaptable, just like the shifting waters. You gain proficiency in tridents, spears, whips, and nets. Additionally, you can choose two of the following weapon masteries
Trident Mastery

When you wield a trident, you can make one additional attack when you take the Attack action. This attack must be made with a trident and does not use your bonus action.

Spear Mastery

When you wield a spear, you can use the Dodge action as a bonus action once per turn.

Whip Mastery
When you wield a whip, you can use your Dexterity modifier instead of Strength for your attack and damage rolls. You also gain a reach of 10 feet with the whip.
Net Mastery
When you throw a net, you can use your bonus action to attempt to restrain a creature you hit with the net. The creature must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier), or it is restrained until it breaks free (its action is used to make a Strength check against the DC).
With Switchable Mastery, You can switch your chosen weapon mastery after a long rest. You may also choose to take a weapon mastery from the Fighter's or Ranger's class (such as those found in the Player's Handbook), if you prefer, but only one mastery can be active at any time.

2nd Level: Waveform Strikes[edit]

At 2nd level, you tap into the deep power of the ocean, channeling its violent force and fluid grace into every attack. The tides guide your strikes, infusing them with both power and fluidity. As an action, for the next minute, your melee weapon attacks gain the following benefits
Increased Damage
Your melee attacks now deal an additional 1d8 cold damage once per turn, reflecting the chilling force of the ocean’s depths.
Bonus Movement
While Waveform Strikes is active, your movement speed increases by 10 feet.
Frozen Strike (Critical Hit Effect)
On a critical hit with a melee weapon attack, you freeze the creature’s armor or limbs for a moment, reducing its movement speed by half until the start of its next turn. This represents the biting cold of the deep ocean locking them in place.
Duration
The effect lasts for 1 minute, or until you lose concentration (as if concentrating on a spell). If you take damage, you must succeed on a concentration saving throw (DC = 10 + half the damage taken, whichever is higher) to maintain this ability.
You can use this ability as many rounds as your level. At 5th level, you can use this ability twice per long rest (gaining another use at 11th and 17th level).

2nd Level: Tideborn Explorer[edit]

Your bond with the sea has granted you an exceptional understanding of both land and sea. Thanks to your experiences navigating the ever-changing currents and landscapes, you gain the following benefits
Expertise
Choose one skill with which you lack Expertise. You gain Expertise in that skill, reflecting your ability to read the tides of both the ocean and the land with equal ease. Whether it’s Survival for tracking, Nature for understanding coastal ecosystems, or Perception for spotting hidden threats, your time on the water and in the wild has sharpened your senses and instincts.
Coastal Adaptation
You’ve learned to thrive in both water and land-based environments. You gain Advantage on any ability checks related to navigating water-based environments or surviving coastal terrains, such as crossing dangerous waters or finding shelter during a storm.

Seabound Subclass[edit]

At Level 3, the Seabound gains access to Ocean Paths—a series of options that define their relationship with the sea. Each path represents a different connection with the ocean’s power and influences how a Seabound shapes their magic and abilities. Whether they channel the storm’s fury, heal with the ocean’s calm, or stalk their prey like a deep-sea hunter, the Ocean Paths offer a variety of playstyles.

SkyWeaver[edit]

Channel the raw, untamed power of the skies, weaving wind, lightning, and rain to heal, protect, and devastate your enemies. The Skyweaver’s Fury Seabound are those who have learned to command the chaos of the weather. These Seabound do not simply embrace the ocean’s calm, they channel the full breadth of atmospheric forces—the winds, storms, and the fury of the sky itself. They call down the cleansing rains to mend wounds, unleash bolts of lightning to scorch their foes, and use the ever-changing weather to create an unpredictable battlefield.

3rd level: Elemental Ward

Your control over the weather allows you to shield yourself and others from harm. As a bonus action, you can create an elemental ward around yourself or a creature within 30 feet. Choose one of the following effects:

Wind Shield
Grants the target resistance to ranged weapon attacks for 1 minute. Any ranged attack made against the target has disadvantage.
Rain Cloak
Grants the target resistance to fire damage for 1 minute. The warding rain soaks up incoming flames.
Lightning Barrier
Grants the target advantage on saving throws against lightning damage for 1 minute, as the energy is deflected by a surrounding arc of static electricity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Level 7: Skyborn Wrath

As a Skyweaver, you can tap into the chaos of the weather to unleash restorative forces. When you activate this ability, you summon a localized storm that heals allies around you.

Healing Gale
As a bonus action, you create a windstorm centered on you. The winds carry rain, mist, and energy that heals your allies. All allies within 10 feet regain hit points equal to your Wisdom modifier at the start of their turn. This effect lasts for 1 minute or until you use this feature again.

Level 11: Skyweaver's Blessing

At 11th level, your connection to the weather and the natural world deepens, granting you the ability to harness the divine forces of nature to influence the tides of battle and the flow of life. You gain access to cantrips and spells from the Cleric and Druid spell lists, as you weave the powers of the sky and storm into your repertoire.

Cantrips: You learn 2 cantrips of your choice from the Cleric or Druid spell lists. These cantrips count as Seabound spells for you and you can cast them at will.

1st-Level Spell: You can also learn two 1st-level spells the Cleric or Druid spell lists. These spells counts as a Seabound spell for you, and you can cast it once per long rest without expending a spell slot. If you cast it using a spell slot, it counts as a Seabound spell.

Spellcasting Ability: Wisdom is your spellcasting ability for these spells, as your magic is drawn from your bond with the skies and weather.

Level 15: Tidal Command

At the height of your power over the ocean’s will, you can control the battlefield with both healing and hindrance. As an action, choose one of the following effects to unleash:

Tidal Crush
Create a surge of water to target one creature you can see within 60 feet. The target must make a Strength saving throw. On a failed save, it is restrained by the rushing water for 1 minute, taking 8d6 bludgeoning damage at the start of each of its turns. The creature can make another Strength saving throw at the end of each of its turns, ending the effect on a success.
Tidal Surge
Choose up to three creatures you can see within 30 feet. Each creature regains hit points equal to 8d6 + your Wisdom modifier.

Once you use this feature, you must finish a long rest before using it again.

Eternal Maelstrom[edit]

The Path of the Eternal Maelstrom is a subclass of Seabound that harnesses the immense power of the oceans, turning your very essence into a force of the deep. You become an unstoppable storm, a master of sea creatures and the violent winds, a force of nature in both magic and combat. The deep currents of magic flow through your veins, and your connection to aquatic beasts strengthens your abilities, allowing you to summon and empower terrifying creatures, while you manipulate the flow of battle itself.

Level 3: Magical Tattoos

Your body is marked by the hydra, a symbol of the eternal ocean's power. This mark empowers your magic, allowing you to bend the sea's will to your own. You gain the following benefits:

Enhanced Spell Range
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Cover-Breaking Power
Your ranged spell attacks ignore half cover and three-quarters cover.
Eldritch Blast
You learn the cantrip Eldritch Blast. When you cast it, instead of it being dark purple light, it is a bright cyan blue spectral light, reflecting the power of the ocean's fury. The range of your Eldritch Blast increases to 300 feet. When your Eldritch Blast hits a target, their movement speed is reduced by 10 feet until the start of your next turn, representing the constricting power of the ocean currents.

Level 7: Summon Sea Creatures

You can summon a powerful sea creature to aid you in battle. The creature remains for a number of rounds equal to your Charisma modifier (minimum 1 round) or until it drops to 0 HP. You can summon a creature once per long rest.

Summon Options

Shark:

Bite Attack: Deals 2d6 piercing damage.

Blood Frenzy: Gains advantage on attack rolls against creatures below half HP.

Land Adaptation: Moves 10 ft. per turn on land. If near water, it can use Surging Leap once per turn, moving up to 20 feet in any direction.


Giant Octopus:

Tentacle Attack: Deals 1d8 bludgeoning damage and can grapple creatures.

Stealth Mastery: Gains advantage on Stealth checks when underwater.

Land Adaptation: Moves 10 ft. per turn on land, but on damp/slick surfaces, it moves at full speed (30 ft.).

Ink Cloud (1/long rest): Creates a 10-foot radius heavily obscured area for 1 round.


Giant Eel:

Bite Attack: Deals 2d4 lightning damage.

Speed: Swimming speed of 60 feet.

Land Adaptation: Moves 15 ft. per turn on land.

Chain Lightning: If the battlefield is damp or wet, its lightning bite chains to one additional creature within 5 feet.

Coil & Strike (1/short rest): It can lunge 20 feet as part of an attack action.


Level 11: Ocean Eyes

At this level, your connection to the ocean and its creatures becomes more intense. The eyes of the deep grant you insight and strength:

True Sight
You gain True Sight out to 30 feet, allowing you to see through illusions and invisible creatures and objects within that range.
Enhanced Perception
You gain advantage on any Perception checks that rely on sight, helping you detect hidden threats.
Venomous Tide
Your strikes carry the lingering essence of the deep. Once per turn, when you hit a creature with a weapon or spell attack, you can force them to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, they become poisoned until the end of your next turn, as a sickly oceanic toxin seeps into their body.
Eldritch Blast Enhancement
Your Eldritch Blast now deals extra damage equal to your Wisdom modifier, embodying the fury of the sea.

Level 15: Eye of the Storm

As the storm rages within you, your connection to the sea creature Hydra grows, and your control over water and creatures becomes unmatched. You gain the following ability

Summon Hydra (1/long rest): You can now summon a Hydra to fight by your side. The summoned Hydra has the following statistics:

HP: 100 (10d10 + 30)

AC: 15 (natural armor)

Speed: 40 ft., swim 40 ft.

Attacks: The Hydra makes three melee attacks with its heads, each dealing 2d6 piercing damage plus an additional 1d6 poison damage.

Regeneration: At the start of its turn, the Hydra regains 10 hit points unless it has taken fire damage since its last turn.

Multiple Heads: The Hydra has three heads and makes an additional melee attack each time it takes the multiattack action. If one head is severed, another quickly regenerates (regaining a head each round).

The Hydra remains under your control for 1 hour or until it drops to 0 hit points. Afterward, you must complete a long rest before summoning it again.

Washing Revenant[edit]

The ocean has always been a place of mystery, danger, and death, where countless souls are lost to the depths, their spirits forever bound to the tides. Those who follow the Path of the Washing Revenant have formed an unholy bond with these lost souls, gaining power from the restless spirits that haunt the sea. The Revenant’s path is one of vengeance, spectral fury, and an unyielding connection to the power of the drowned and forgotten.

Level 3: Summon Tidal Ghost

At 3rd level, you can summon a Tidal Ghost to assist you in combat. You can choose either the Revenant of Restoration or the Revenant of Wrath to appear. The spirit is summoned in a spectral form and lasts for a number of rounds equal to your Charisma modifier (minimum 1). The ghost is summoned once per long rest.

Revenant of Restoration

The Revenant of Restoration is a calm, soothing spirit with a deep sense of tranquility. This ghost is the manifestation of a sailor who perished in a storm but whose soul found peace after drifting in the ocean for many years. It uses its connection to the sea to heal the living.

Healing Touch
The Revenant of Restoration can use its action to heal a creature within 30 feet. The creature regains hit points equal to 2d6 + your Charisma modifier.
Calming Aura
Allies within 10 feet of the Revenant of Restoration gain temporary hit points equal to your Charisma modifier at the start of each of their turns.
Note: You can only choose one of these abilities for the Revenant of Restoration to use each time you summon it.

Revenant of Wrath

The Revenant of Wrath is an angry, vengeful spirit that has been bound to the ocean’s cruelty. This ghost is the manifestation of a sailor who was lost to the waves in a brutal and unforgiving manner, and it hungers for vengeance against the living.

Vengeful Strike
The Revenant of Wrath makes a spectral melee attack with a range of 10 feet, dealing 2d6 necrotic damage. This attack ignores resistance to necrotic damage.
Fury of the Deep
The Revenant’s presence empowers you. As long as the Revenant of Wrath remains summoned, your attacks deal an additional 1d6 necrotic damage, as if imbued with the spirit’s rage.
Note: You can only choose one of these abilities for the Revenant of Wrath to use each time you summon it.

Level 7: Tidal Rebirth

At 7th level, your connection to the spirits of the ocean deepens, allowing you to invoke the power of the lost souls to protect yourself and your allies. Your bond with the ocean’s forces is now more potent, granting you the ability to briefly transform into a spectral manifestation of the sea’s vengeance.

Revenant’s Resurgence
When you drop to 0 hit points, you can use your reaction to summon a burst of tidal energy that damages your attacker for a number of hit points equal to twice your Charisma modifier (minimum 2).
Tidal Aura
When you summon your Tidal Ghost, you can activate your Tidal Aura as a bonus action. For 1 minute, allies within 10 feet of you gain resistance to necrotic damage, and any creature that hits an ally within range takes damage equal to your Charisma modifier (necrotic) as the spirits lash out in vengeance.

Level 11: Spirit-Cleric Infusion

At 11th level, your bond with the spirits deepens, allowing you to infuse your body and weapons with the essence of the departed. Once per long rest, you can invoke Spirit Infusion, gaining the ability to choose 3 level one spells and 2 level two spells from the Cleric spell list without expending a spell slot. Once you use a spell, you cannot cast it again until long rest.

Level 15: Tidal Wrath

At 15th level, you can channel the full fury of the ocean’s spirits into a devastating strike. Once per long rest, as an action, you summon a massive wave of spiritual energy, crashing forward like the tide, and unleash its destructive force.

Tidal Wrath
You can choose one creature within 60 feet of you. As an attack, you hurl a wave of ethereal force at them, dealing 10d6 necrotic damage on a hit. The target must also succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target is knocked back 15 feet and knocked prone. On a successful save, the target takes half the damage and is not knocked prone.

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.

Tidal Surge (Enhanced)[edit]

Starting at 5th level, you can harness the power of the tides to enhance your movement and strikes. As a bonus action, you can enter a Tidal Surge state for 1 minute, gaining the following benefits
Increased Speed
Your movement speed increases by 15 feet.
Fluid Motion
You can Dash as a bonus action. Additionally, you can move through the spaces of creatures without provoking opportunity attacks, and you can end your movement in those spaces without penalty. If you end your turn within 5 feet of a creature, you can use your reaction to push them 5 feet away from you.
Tidal Push
When you hit a creature with a melee or ranged weapon attack, you can push them 10 feet away from you. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Unstoppable Surge
While Tidal Surge is active, difficult terrain no longer slows your movement. Additionally, once per activation, when you take damage from a creature within 10 feet of you, you can use your reaction to reduce the damage by an amount equal to your Wisdom modifier.

Costal Wanderer[edit]

At level 6, you’ve learned to read the signs of approaching storms and tidal shifts.

Once per long rest, you can use an action to predict the weather for the next 24 hours with remarkable accuracy. This ability allows you to know the expected weather, tides, and any major storms or extreme weather events on the horizon, giving you a tactical edge in the wilderness or on the open sea.

Whirlpool Step[edit]

At 7th level, your connection with the sea allows you to move with the fluidity of water, evading enemies with ease.

When you Dash, you can instead teleport up to 15 feet to an unoccupied space you can see as part of the same action. This movement doesn’t provoke opportunity attacks, and you can move through enemy spaces without restriction, as long as you don’t end your turn there. This can be used twice per long rest.

Expertise[edit]

At Level 6 and 14, you gain Expertise in one skill of your choice (in addition to the one granted at Level 2).

You can choose from a wide range of skills, reflecting your versatile nature and deep connection with both the ocean and land.

Level 10: Cold-Blooded[edit]

At 10th level, the forces of the sea fortify your body, enhancing your durability. You gain resistance to bludgeoning damage and immunity to cold damage. The ocean's power flows through your veins, granting you enhanced protection against physical and elemental threats.
Resistance to Bludgeoning Damage
Your body becomes more resilient to impacts, reducing the damage taken from bludgeoning attacks by half.
Immunity to Cold Damage
You are unaffected by cold damage and can freely endure freezing environments without any negative effects, whether in ice or snow or submerged in icy waters. This immunity extends to cold-based attacks or conditions that would cause harm from extreme cold.

Level 18: Freedom of Movement[edit]

At level 18, you are granted Freedom of Movement. At all times—Seabound are completely unaffected by being restrained, paralyzed, or grappled, and their speed can’t be reduced by magical effects.

Level 19: Epic Boon Feat[edit]

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.

Level 20: A Call for Thalassra[edit]

(1/Year)
IMPORTANT: If your campaign has a different concept of time, consult with your DM.

When summoned by the Seabound, Thalassra fights alongside them for a number of rounds equal to the Seabound’s Charisma modifier (minimum of 1). Once this time is up, she vanishes, returning to her divine realm to attend to important matters.

While present, all Seabound allies gain the following benefits:

Can breathe underwater, walk on water, and swim at their full movement speed.
If the Seabound who called her dies in battle, Thalassra resurrects them instantly before departing.

The Tidemother[edit]

Thalassa

Gargantuan Celestial (Deity), Chaotic Neutral

Armor Class: 24 (Divine Protection)

Hit Points: 900 (50d20 + 300)

Speed: 60 ft., swim 120 ft., fly 80 ft.


Abilities

STR 30 (+10) | DEX 26 (+8) | CON 28 (+9) | INT 22 (+6) | WIS 30 (+10) | CHA 32 (+11)

Saving Throws

Str +19, Dex +17, Con +18, Wis +19, Cha +20

Damage Resistances

Fire, Radiant, Necrotic, Cold, Poison, Psychic

Damage Immunities

Lightning, Thunder, Bludgeoning/Piercing/Slashing from non-magical or non-divine weapons

Condition Immunities

Charmed, Frightened, Paralyzed, Petrified, Poisoned, Stunned

Senses

Truesight 120 ft., Passive Perception 30

Languages

Primordial, Celestial, Common, telepathic communication with all creatures

Legendary Resistances (3/Day)

If Thalassra fails a saving throw, she can choose to succeed instead.

Innate Spellcasting

Thalassra’s spellcasting ability is Charisma (spell save DC 27). She can cast the following spells without material components.

At will: Control Water, Tsunami, Water Breathing, Water Walk, Call Lightning, Tidal Wave 3/day: Chain Lightning, Maelstrom, Storm of Vengeance, Foresight 1/day: Wish

Actions

Multiattack.

Thalassra makes three attacks: one Trident of the Abyss, one Wavebreaker Slam, and one Tidal Wrath.

Trident of the Abyss. (Melee or Ranged Weapon Attack)

+19 to hit, reach 30 ft. or range 120 ft., one target. Hit: 50 (8d8 + 10) piercing damage plus 30 (6d10) lightning damage.

Wavebreaker Slam. (Melee Attack)

+19 to hit, reach 40 ft., one target. Hit: 60 (10d10 + 10) bludgeoning damage and the target must make a DC 27 Strength saving throw or be knocked prone and 30 feet away.

Tidal Wrath. (Recharge 5-6)

Thalassra calls forth an unstoppable wave, forcing all enemies within 120 feet to make a DC 27 Strength saving throw. On a failure, creatures take 70 (12d10) bludgeoning damage, are pushed 60 feet away, and are restrained by the current until the end of their next turn.

Legendary Actions (3/Turn)

Thalassra can use her legendary actions at the end of another creature’s turn.

Swift Current. She moves up to her full speed without provoking opportunity attacks.

Hydroshock. She releases a pulse of water, forcing creatures within 20 feet to make a DC 27 Dexterity saving throw or take 30 (5d10) thunder damage and be deafened until the end of their next turn.

Riptide Grasp (Costs 2 Actions). She summons spectral tentacles to grapple three creatures within 60 feet. They must make a DC 27 Strength saving throw or be restrained until the end of her next turn.



Seabound Spell List[edit]

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

1st Level

Detect Magic

Create or Destroy Water

Fog Cloud

Purify Food and Drink

Shield of Faith


2nd Level

Misty Step

Lesser Restoration

Blur

Aid

Hold Person


3rd Level

Water Breathing

Lightning Bolt

Call Lightning

Counterspell

Sleet Storm


4th Level

Ice Storm

Freedom of Movement

Control Water

Greater Invisibility

Grasping Vine


5th Level

Cone of Cold

Wall of Force

Teleportation Circle

Destructive Wave

Cloudkill

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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