Tidecaller (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Tidecaller[edit]

Fighter Subclass

The Tidecaller embodies the relentless power and ever-changing nature of the sea itself. With the ocean's might at their command, these warriors summon the wrath of the waves to crash down upon their enemies, manipulate the tides to control the battlefield, and call upon the water's depths to heal and protect their allies. Whether summoning gales to hasten their movement or calling forth the crushing pressure of the deep to obliterate foes, Tidecallers are as unpredictable and formidable as the sea. They stand as masters of aquatic combat, drawing strength from the ebb and flow of battle, as inexorable as the tide.

Tidal Might

Starting at 3rd level, you harness the strength of the tides, allowing you to imbue your strikes with the force of crashing waves. Once on each of your turns when you hit a creature with a melee weapon attack, you can have the attack deal extra damage equal to your proficiency bonus. The target must also succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed back 5 feet and knocked prone, as if swept away by a powerful wave.

Call of the Ocean

Also at 3rd level, you gain the ability to communicate with aquatic creatures and gain benefits while fighting in or on water. You can breathe underwater, and you gain a swimming speed equal to your walking speed. Additionally, aquatic creatures have difficulty perceiving you as a threat unless you attack them, allowing you to pass through their territories or enlist their aid in navigating aquatic environments.

Aquatic Command

By the time you reach 7th level, your bond with the water deepens, granting you mastery over aquatic environments and enhancing your capabilities within them.

  • Waterborne Agility : You gain a swimming speed equal to your walking speed, and you can breathe underwater. Additionally, while fully submerged, attacks you make and spells you cast do not suffer disadvantage or any penalties due to being underwater.
  • Tidal Manipulation : As an action, you can cause water in a 30-foot radius around you to whirl and churn. This can be used to create one of the following effects :
  1. Obscuring Mists : The water vapor forms a thick fog that heavily obscures the area, providing cover. This fog lasts for 1 minute or until dispersed by strong wind.
  2. Forceful Current : You can choose to push or pull creatures of your choice within the area up to 15 feet in a direction you determine. A Strength saving throw against your subclass spell save DC can resist this effect.
  3. Calm Waters : You can calm rough waters in the area, making them safe for travel and negating any disadvantages or hazards caused by natural aquatic conditions.

You can use this feature a number of times equal to your Constitution modifier (minimum once), and you regain all expended uses when you finish a long rest.

Riptide Surge

At 10th level, you learn to channel the raw power of the ocean to unleash devastating tidal waves upon your foes. As an action, you can conjure a mighty surge of water in a 30-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is pushed 20 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

Additionally, creatures that fail the saving throw are knocked prone. The force of the water surge leaves the area soaked, creating difficult terrain until the end of your next turn.

You can use this feature once, and you regain the ability to do so after you finish a short or long rest.

Ocean's Resilience

Upon reaching 15th level, your bond with the sea bestows upon you a remarkable resilience, allowing you to recover from wounds and afflictions with the ceaseless persistence of the tides. You gain the following benefits :

  • Healing Tide : At the start of each of your turns, you regain hit points equal to 2 + your Constitution modifier, provided you have at least 1 hit point.
  • Cleansing Waters : As an action, you can touch yourself or a creature to end one condition from the following list: blinded, deafened, paralyzed, or poisoned. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Tidal Dominion

At 18th level, your mastery of the ocean's might reaches its peak, allowing you to summon a formidable display of tidal power. You gain the ability to unleash the following effects :

  • Summon the Depths : As an action, you can cause water to erupt from the ground within a 60-foot radius centered on a point you can see within 100 feet of you. The area becomes difficult terrain for your enemies, and you can choose any number of creatures you can see in the area to be knocked prone as the water attempts to drag them under. Allies in this area gain a swimming speed equal to their walking speed and can breathe underwater if they couldn't already. This effect lasts for 1 minute and can't be used again until you finish a long rest.
  • Maelstrom's Call : Once per long rest, as an action, you can summon a maelstrom at a point you can see within 100 feet. The maelstrom creates a 20-foot radius, 20-foot deep whirlpool. Enemies caught in the whirlpool must make a Strength saving throw or take 3d10 bludgeoning damage and be pulled up to 20 feet toward the center, making it difficult for them to escape. Allies can navigate the whirlpool with ease, gaining double their swimming speed when moving through it. This whirlpool lasts for 1 minute.
0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: