Tide Turner (5e Subclass)

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Tide Turner[edit]

Ranger Subclass

The Tide Turner Ranger specialises in all things that are both aquatic and wild in nature. This conclave is primarily made up of water genasi, sea elves, and triton, but as these typically water-bound have come out of their ancestral homes, more races have stared to share in the Tide Turner archetype.

Tide Turner Magic

You learn the shape water cantrip if you don't know it already. You also learn an additional spell when you reach certain levels in this class, as shown in the Tide Turner Spells table. Each counts as a ranger spell for you, but doesn't count against the number of ranger spells you know.

Tide Turner Spells
Ranger Level Spell
3rd create or destroy water
5th blur
9th wall of water
13th watery sphere
17th maelstrom
Tidal Nature

At 3rd level, your affinity for the water grants you abilities similar to those of its natural inhabitants. You gain a swimming speed equal to your walking speed, the ability to breathe water, as well as darkvision out to a range of 120 feet while submerged in water.

Watery Grave

At 3rd level, you have learned to augment your strikes with the power of the ocean to momentarily liquefy the ground beneath an opponent's feet and trap them there. As a bonus action, you can choose one creature you can see within 60 feet of you. The next weapon attack you make against that creature deals an additional 1d6 bludgeoning damage on a hit. The target must also make a Strength saving throw. On a failed save, the target is restrained by tendrils of water. A creature restrained by the tendrils can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. The tendrils last for 1 minute or until your concentration is broken (as if concentrating on a spell).

Hydraulic Action

At 7th level, you have learnt to harness the power of the ocean offensively. You fire a blast of high-pressure saltwater in a line that is 40 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is pushed 10 feet in the direction of the line. On a successful save, the target takes half as much damage and isn't pushed. You must finish a long rest before you can use this feature again.

Fluid Movement

At 11th level, you learn to further apply the fluidity of water to your combat. Your walking speed increases by 10 feet, and opportunity attacks made against you have disadvantage on the attack roll.

Tidal Redirect

At 15th level, you can redirect attacks with unearthly grace. When a melee attack is made against you, you can use your reaction to cause the attacker to take damage equal to half of the damage you take. 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.

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