Tidecaller (5e Class)
Tidecaller[edit]
Tidecaller[edit]
A celestial warrior who moves like the tides, harnessing cosmic forces to manipulate water, light, and gravity. Whether guiding allies with ethereal currents or pulling enemies into the abyss, a Tidecaller embodies the ever-shifting balance between serenity and devastation.
Creating a Tidecaller[edit]
- Quick Build
You can make a tidecaller quickly by following these suggestions. First, Charisma 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 Tidecaller you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Tidecaller level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tidecaller level after 1st
- Proficiencies
Armor: Light armor (for humanoids), natural armor (for quadrupeds)
Weapons: simple weapons (optional for humanoids)
Tools:
Saving Throws: Dexterity, Charisma
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A spellcasting focus (such as a starstone relic, celestial crystal, or water-infused gemstone)
- Traveler’s Pack (includes rations, waterskin, bedroll, and essential supplies)
- A small pouch containing 20 gp
- If you are using starting wealth, you have 4d4 × 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Natural Attacks, Sol Space, SEP Casting |
2nd | +2 | Abyss Stirs |
3rd | +2 | Combat Mobility & Damage, Tidecaller Flow |
4th | +2 | Ability Score Improvement |
5th | +3 | Ultimate Ability Choice |
6th | +3 | — |
7th | +3 | Abyssal Counter |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | Reality Fracture |
11th | +4 | Elemental Convergence |
12th | +4 | Ability Score Improvement |
13th | +5 | Ultimate Surge |
14th | +5 | — |
15th | +5 | Siren's Mastery |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Ascendant Tidecaller |
Natural Attacks[edit]
Tidecallers rely on natural weapons instead of traditional weapons.
Attack | Damage | Type | Special Effect |
---|---|---|---|
Celestial Claws | 1d6 + Dexterity | slashing/radiant | Finesse, Light (can dual-wield) |
Tail Strike | 1d8 + Strength | bludgeoning | Reach 10 ft., Knockback 5 ft. on hit |
Bite Attack | 1d6 + Strength | piercing | On hit, regain hit points equal to half damage dealt |
Sol Space[edit]
Internal Energy Pool. Tidecallers use Star Energy Points (SEP) instead of spell slots.
- Base SEP Pool: (Level + Charisma Modifier) × 2
- Regeneration:
- short rest: Regain half expended SEP.
- long rest: Fully restore SEP.
- Environmental Recharge:
- Water or Celestial Light: Gain +1 SEP per round.
- Dry Heat or Divine Magic: SEP cannot regenerate naturally.
- Emergency Reserve: Take 1d6 damage per SEP regained (max per long rest = Charisma modifier).
Abyss Stirs[edit]
At 2nd level, Choose an Elemental Affinity, which determines passive abilities and a unique activated effect. Elemental Affinity Effects.
Element | Passive Ability | Elemental Surge (Active Ability) |
---|---|---|
Water & Radiant | resistance to fire and necrotic damage. Radiant spells deal +1 per spell level. | Heal an ally for 2d8 + Charisma modifier. |
Fire & Radiant | Extra 1d6 fire damage in bright light. | Enemies within 10 ft. take 2d6 fire damage (Strength save or Knockback 10 ft.). |
Void & Gravity | Gain 10-ft hover speed. Can teleport 10 ft. | Pulls a target 10 ft (Strength save resists). |
Lightning & Wind | +10 ft. movement speed. | Next melee/spell attack deals 3d8 Lightning Damage and chains to another target. |
Shadow & Cosmic | disadvantage on attacks against you in darkness. | When hit, teleport 20 ft. and gain resistance to the triggering damage type. |
Combat Mobility & Damage[edit]
At 3rd level, Starlit Surge (Bonus Damage)
- First successful spell or melee attack per turn deals extra damage.
- Damage Bonus: 1d6 (scales to 2d6 at Level 10, 3d6 at Level 18).
- Type: Based on Elemental Affinity.
Tidecaller Flow[edit]
At 3rd level, New Movement.
- After casting a spell, move 10 feet without provoking opportunity attacks.
- In water, this increases to 15 feet.
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.
Ultimate Ability Choice[edit]
At 5th level, choose one. (1/long rest)
Ability | Effect |
---|---|
Tidal Singularity | Summon a 15-ft. vortex pulling creatures in. Deals 4d6 Radiant + 2d8 Force. (Strength save) |
Abyssal Cascade | Deep-sea wave deals 3d10 Cold + 3d6 Force. (Dexterity save) |
Celestial Surge | Dash 20 ft., dealing 4d8 Radiant + Knockback 10 ft. (Strength save) |
Abyssal Counter[edit]
At 7th level, use reaction to Choose one when hit:
- Rippling Deflection: Reduce damage by 1d8 + Charisma Mod.
- Hydro Displacement: Swap places with an ally within 10 feet.
- Abyssal Surge: Pull enemy 5 feet toward you (Strength save to resist).
Reality Fracture[edit]
At 10th level, - Declare before rolling to gain supernatural insight. - Effects:
- Auto-crit on next attack.
- Gain hidden knowledge from the DM.
- Enemy spellcasters disadvantage on next save.
Elemental Convergence[edit]
At 11th level, Buff you Allies. Once per long rest, choose an ally & attune them to your Element. Effects are Based on the Element.
- Water: Resistance to physical attacks & +10 ft. [[5e SRD:|Creatures#Speed]].
- Fire: Melee attacks deal +1d6 fire Damage.
- Void: Can hover 10 ft off the ground.
- Lightning: +5 ft speed, advantage on initiative.
- Shadow: advantage on Stealth checks.
Ultimate Surge[edit]
At 13th level, Boost one Ultimate Ability per long rest.
Ability | Effect |
---|---|
Tidal Singularity | Expands to 20 ft and lasts 1 extra round. |
Abyssal Cascade | Increases to 4d10 Cold & 4d6 Force. |
Celestial Surge | Knockback distance increases to 20 feet. |
Siren's Mastery[edit]
At 15th level, Upgraded Curse
- Every 2 stacks: -1 to saves against you.
- 5 stacks: Mild hallucinations.
- 10 stacks: Auto-fail on Charm saves.
- 15 stacks: Fall into a trance (Wisdom save negates).
Ascendant Tidecaller[edit]
At 20th level, Mythic Form
- 1st & 2nd-level spells cost 0 SEP.
- Resistance to all damage types except Force.
- Spells deal +1d12 extra damage.
- Cast 1 free spell (1st-5th level) on activation.
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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