Tide Shifter (5e Class)

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Tide Shifter[edit]

Water and Stuff

Tides of War[edit]

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.

Creating a Tide Shifter[edit]

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?

Quick Build

You can make a Tide Shifter quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Tide Shifter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Simple Weapons, Lances, Tridents, Halberds, Whips
Tools: Healer's Kit, Herbalism Kit
Saving Throws: Wisdom, Dexterity
Skills: Choose three: Acrobatics, Insight, Intimidation, Survival, Animal Handling, Performance, Medicine, Religion

Equipment

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

  • (a) Trident or (b) any Simple Weapon
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • (a) Herbalism Kit or (b) Healer's Kit
  • If you are using starting wealth, you have 4d4 * 5 funds

Table: The Tide Shifter

Level Proficiency
Bonus
Features Ocean's Vitality —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 <!-Class Feature1-> -
2nd +2 <!-Class Feature2-> 3 2
3rd +2 <!-Class Feature3-> 4 3
4th +2 Ability Score Improvement 5 3
5th +3 6 4 2
6th +3 7 4 2
7th +3 8 4 3
8th +3 Ability Score Improvement 9 4 3
9th +4 10 4 3 2
10th +4 11 4 3 2
11th +4 12 4 3 3
12th +4 Ability Score Improvement 13 4 3 3
13th +5 14 4 3 3 1
14th +5 15 4 3 3 1
15th +5 16 4 3 3 2
16th +5 Ability Score Improvement 17 4 3 3 2
17th +6 18 4 3 3 3 1
18th +6 19 4 3 3 3 1
19th +6 Ability Score Improvement 20 4 3 3 3 2
20th +6 21 4 3 3 3 2

Blessing of the Sea[edit]

The sea can bless you with unimaginable power, but for now, you're too weak to even receive a hundredth of its power. You can channel the power of the ocean to coat your body in water increasing your range of damage types. Whenever you make melee weapon or make an unarmed strike you can add 1d4 piercing, bludgeoning, or slashing damage to the attack. Every 4 levels after level one the damage die foes up by 1d4 (5th level 2d4, 9th level 3d4, etc.).

Shifting Tide[edit]

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 everchanging tide. While you are wearing no armor your AC = 10 + your Wisdom modifier + your Constitution Modifier.

Ocean's Vitality[edit]

At the 2nd level, you gain an affinity with the sea that allows you to control its very essence. The vitality of the ocean allows you to increase the power and effectiveness of your water spells.

Hydrophilia[edit]

At the 2nd level, your love of water allows you to further channel its power. You gain the ability to man


<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Increase[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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

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

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

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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