Tide Shifter (5e Subclass)

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Tide Shifter[edit]

Sorcerer Subclass

A Tide Shifter is a being blessed by water to control and shift the tides of battle. Tide shifters created the first shores for man and beast to thrive and grow. An ancient being given the ability to shift continents, create life, and bring destruction. To oppose a Tide Shifter is oppose the ocean.

Why are you a Tide Shifter? Do you desire to control the battlefield, healing allies, and debilitating your enemies? Or do you wish to channel the ocean having massive creatures to crush and drown your enemies? Maybe you want to take your fate into your own hands, using giant waves and sweeping attacks to crush enemies? How did you gain control of this power? Were you blessed by an ancient entity of the sea to carry out its will? Maybe you were of abnormal birth, given a power you can barely control? Maybe you are a friend of the ocean itself, and through communication, have been blessed by it?

Tide Spells

Starting at 1st level, you learn additional spells as you gain levels in the sorcerer class. Your tide spells don't count against your maximum number of spells you are able to learn.

Tide Spell List
Sorcerer Level Spells
1st create or destroy water, shape water
3rd air bubble
5th tidal wave
7th control water
9th maelstrom
Shifting Tide

You are the ocean and the ocean is you. Memories of the ocean fill you and flow into your limbs allowing you to shift and twist like the ever changing tide. Starting at 1st level, while you are wearing no armor or shield, your AC = 10 + your Dexterity modifier + your Charisma Modifier.

In addition, your body adapts to the oceanic environment, granting you a swimming speed equal to your movement speed, and the ability to breathe underwater. Also, while fully submerged, you can cast spells from your Tide spells list without verbal or material components.

Blessing of the Sea

At 6th level, you can channel the power of the ocean to coat your body in water, which you can use to attack your enemies. Using a bonus action, you can force a creature within 30 feet to make a Dexterity saving throw against your spell save DC. On a failed save, that creature takes 2d4 damage and is either pushed 10 feet back or knocked prone. The damage is either bludgeoning, piercing or slashing.

Whenever you cast a spell that causes damage using water, you add the effects of this feature to the effects of the spell on a hit or failed save, without using a bonus action.

Hydrophilia

At 14th level, your love of water allows you to further channel its power. You cast each of the spells from your Tide Spell list once, without spending a spell slot. After doing so, you can't do it again until you complete a long rest.

Ocean's Essence

At the 18th level, you gain an affinity with the sea that allows you to control its very essence. The power of the ocean allows you to increase the power and effectiveness of your water spells. Whenever you cast a spell of 1st-level or higher that controls or creates water, you can use a metamagic option you know, with a cost equal to half the spell's level (rounded down, minimum 1), without spending sorcery points.

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