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Creating a Tide-Caller[edit]

Quick Build

You can make a Tide-Caller quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.

Class Features

As a Tide-Caller you gain the following class features.

Hit Points

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


Armor: None
Weapons: Simple Weapons and Martial Weapons
Tools: Herbalist Kit
Saving Throws: Constitution, Wisdom
Skills: Choose three from Arcana, Acrobatics, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival


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

  • A Longbow and 20 Arrows
  • Any Simple or Martial Weapon
  • (a) Leather Armor or (b) Shield
  • Arcane Focus, a Journal, and an Explorer's Pack, Tide-Caller Attire

Table: The Tide-Caller

Level Proficiency
Aqurain Empowerment points Features Cantrips —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 3 Aquarian Empowerment, Oceanic Fluidity, Bliss of the Sea 3 2
2nd +2 4 Water Weaving 3 3
3rd +2 5 Archetype Features 3 4 2
4th +2 5 Ability Score Improvement 4 4 3
5th +3 6 Water's Gift, Archetype Feature 4 4 3 2
6th +3 7 Archetype Feature 4 4 3 3
7th +3 8 Aquatic Grace 4 4 3 3 1
8th +3 9 Ability Score Improvement 4 4 3 3 2
9th +4 10 Elemental Emodiement 4 4 3 3 3 1
10th +4 11 Archetype Feature 5 4 3 3 3 2
11th +4 12 Secrets of the Deep 5 4 3 3 3 2 1
12th +4 13 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 14 5 4 3 3 3 2 1 1
14th +5 15 Archetype Feature 5 4 3 3 3 2 1 1
15th +5 16 5 4 3 3 3 2 1 1 1
16th +5 17 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 18 Archetype Feature 5 4 3 3 3 2 1 1 1 1
18th +6 19 5 4 3 3 3 3 1 1 1 1
19th +6 20 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Endless Tides 5 4 3 3 3 3 2 2 1 1


You have learned to draw on the power of the moon through meditation and prayer to cast Spells as a Druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for spell lists.

Preparing and Casting Spells

The Tide-Caller table shows how many Spell Slots you have to cast your Spells. To cast one of your Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your level. The Spells must be of a level for which you have Spell Slots.

The Tide-Caller table shows the number of cantrips known. The Tide-Caller also learns the Fingers of Frost cantrip, this cantrip doesn't count towards cantrips known.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Spells requires time spent during a long rest.

Tide-Caller Cantrip[edit]

Fingers of Frost

Evocation Cantrip

Casting Time: Bonus Action

Range: Self

Components: V, S

Duration: 1 Minute

You use your powers to beseech the elements of water to empower your abilities. When you deal damage with a ranged spell attack, you may deal an additional 1d4 cold damage and the target's movement is reduced by 10 ft.

At higher levels, the damage die increases by 1d4 at 5th level, 11th level, and 17th level.

Aquan Empowerment[edit]

Tide-Callers draw the power of water's strength to fuel their special features. Your abilities will cost varying amounts of Aquan Empowerment points depending on their power. As your power grows, you will be able to focus your Aquan Empowerment points into more powerful effects. Aquan Empowerment points are regained by taking a short rest or long rest.

At first level, you have 3 Aquan Empowerment points gaining more as per the Tide-Caller table above.

Aquarian Magic[edit]

  • Tidal Reach - When you cast a spell that has a range of 5 feet or greater, you can spend 1 Aquan Empowerment point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 Aquan Empowerment point to make the range of the spell 30 feet.
  • Twin Seas - When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of Empowerment points equal to the spell's level to target a second creature in range with the same spell (1 Empowerment point if the spell is a cantrip). To be eligible for Twin Seas, a spell must be incapable of targeting more than one creature at the spell's current level.
  • Lasting Waves - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Empowerment point to double its duration, to a maximum duration of 24 hours.
  • High Tide - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 Empowerment points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Silent Waves - When you Cast a Spell, you can spend 1 Empowerment point to cast it without any somatic or verbal components.

Oceanic Fluidity[edit]

At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Your speed increases by 10 feet while you are not wearing armor or wielding a shield. You can also, take the Dash action as a bonus action.

Bliss of the Sea[edit]

At 1st level, you can regain some of your magical energy by sitting in meditation During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Tide-Caller level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level Tide-Caller, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Water Weaving[edit]

At 2nd level, your mastery over water continues to grow, you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is cold, and its damage die is a d4. Cold Damage dealt ignores resistance, and immunity is treated as resistance.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Empowermentpoint to make the special attack twice as a bonus action.

In addition, you learn the Shape Water cantrip, if you do not already know it. Shape Water can now summon water, the amount of water possible is enough to fill a normal sized canteen.


At your 3rd level, the powers you use grow, and allow you to choose a path in which to strengthen. Beginning at 3rd level choose one of the Tidal-Calling archetypes, and gain the appropriate 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.

Water's Gift[edit]

Starting at 5th level, your connection with the water deepens, granting you the following benefits:

• You can breathe both air and water.

• You gain a swimming speed equal to your walking speed.

• You gain resistance to cold damage.

• You learn to speak and write Primordial.

Aquatic Grace[edit]

At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Elemental Embodiement[edit]

Starting at 9th level, you are blessed by the spirits of water, allowing you to avoid being charmed or frightened by elementals or fey, and you are immune to poison and disease. Also, moving through nonmagical difficult terrain costs you no extra movement. You can also walk on nonmagical ice (without slipping) and water.

Secrets of the Deep[edit]

Starting at 11th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as Tide-Caller spells for you and are included in the number in the Spells Known column of the Tide-Caller table.

Endless Tides[edit]

Once you reach level 20, your being is altered by the power of the sea. You gain the following benefits: You no longer age and can no longer be magically aged. A critical hit against you becomes a normal hit. You have resistance to bludgeoning, piercing, and slashing damage.

Tempest Caller[edit]

The sea's mirrored twin is that of a tempest the chaotic powers of the storm change your ties to the depths allowing you to cause and control storms and raise destructive waves in your wake.

Tide-Caller Level Spells
1st witch bolt, thunderwave
3rd mirror image, misty step
5th call lightning, haste
7th ice storm, control water
9th cone of cold, conjure elemental

Tempest Empowerment[edit]

When you choose this archetype at 3rd level, you learn the secret of infusing your spells with empowered lightning and cold magic. When you hit a creature with a cold or lightning-based spell, once per turn you can trigger an empowered version of your spells.

  • Cold Damage When you use a spell that deals cold damage to a creature, they must make a Constitution saving throw equal to your spell save DC. If they fail, their movement speed is reduced by half, rounded up, until the start of your next turn. If the target is already subjected to movement impairment the target must make a Constitution saving throw against being snared in place until the end of their next turn.
  • Lightning Damage When you hit an enemy with a single target lightning spell, you can select any number of creatures that are within 5 feet of the first target. Those creatures take lightning damage equal to half of what the first creature took. Also, whenever you use a spell that deals lightning damage on an enemy, they must succeed a Strength saving throw equal to your spell save DC. If they fail they drop their weapon and lose their reaction.

Also, when you would deal with lightning damage, you can add your Wisdom modifier to the damage rolls.

Mark of the Tempest[edit]

Starting at 3rd level, whenever you deal with either cold or lightning damage with a ranged spell attack you mark the target with a curse. You cause your next attack rolls against the affected creature to have an advantage until the end of your next turn.

Also, Witch Bolt is improved now being able to be cast without components, it's range is increased to 60 ft, no longer requires concentration and instead of using an action it not only takes a bonus action to continue being used.

Violent Storm[edit]

Starting at 6th level, when you deal with cold or lightning damage, you ignore cold and lightning resistances, and treat cold and lightning immunity as resistance.

Sea and Storm[edit]

Starting at 10th level, you can cast a cantrip as a bonus action. Ranged spell attacks no longer suffer disadvantage when casting within 5 ft. of a target.

Oceanic Attunement[edit]

Starting at 14th level, your powers have given your clarity into the weave of magic and it's trappings, you understand how to manipulate and avoid most magical effects. You are now considered proficient in Intelligence saving throws and have advantage on saving throws against magical effects.

Wrath of the Storm[edit]

Starting at 17th level, as a bonus action you can transform into an elemental embodying the wrath of a storm for 1 minute. While in this form all cold and lightning damage deals it's maximum amount of damage and you are immune to silence, deafened, paralysis, charm, and mind-controlling effects. You also gain a flying speed of 30 ft. while this form lasts. This feature can only be used once per long rest. Also, with the power of the storm at your fingertips you are immune to lightning and thunder damage.


Your mastery over water has taught you how to join your allies in the thick of combat and provide a soothing presence to heal and protect.

Tide-Caller Level Spells
1st healing word, cure wounds
3rd lesser restoration, enhance ability
5th beacon of hope, mass healing word
7th death ward, control water
9th mass cure wounds, greater restoration

Wave Mender's Stance[edit]

When you choose this archetype at 3rd level, your water weaving damage die increases to a 1d8 as do your unarmed strikes and you can use your Wisdom modifier in place of Dex or Str. When making an attack, if you roll a critical hit, the damage dealt with the target splashes to an ally within 15ft healing them for that amount. You also critically hit on a 19 as well as a 20.

You enter an empowered state allowing your healing powers and mobility to excel. While in this stance you gain the following benefits, as long as you aren't wearing armor.

  • Small torrents of healing water appear around you. Whenever you restore hit points to a creature, the torrents jump to another creature within 30 feet of your target and regain hit points equal to 1d8 + half your level in this class.
  • You have an advantage on Dexterity Saving throw and Dexterity checks.
  • Your healing abilities excel at cleansing harmful effect, while in Wave Mender Stance your healing spells remove 1 effect causing any of the following conditions: blinded, deafened, diseased, frightened, paralyzed, or poisoned.

You use a bonus action to go into the stance and can be dropped at any time (free action). You can use this feature up to 3 times before needing a long rest to use this feature again.

Globes of Healing[edit]

At 3rd level, you have learned to create globes of restorative water for emergency uses. These globes of water essentially serve as healing potions but have more pronounced effects as they represent raw restorative energy.

  • A Tide-Mender can create globes of healing up to your Wisdom modifier(minimum 1) before needing a long rest before creating more. The maximum amount of globes that you may have at one time is equal to your Wisdom modifier(minimum 1).
  • Globes of Healing can be used as a bonus action or administered to someone else as an action. They one level of exhaustion also healing a creature for 2d6 + your Wisdom modifier(minimum 1) hit points.

The Globes of Healing's healing ability increases in power by 1d6 at 6th level, 10th level, 14th and 17th level.

Also, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Crashing Tides[edit]

  • At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When making a ranged spell attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged spell attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Aquatic Barrier[edit]

Beginning at 6th level, you can invoke mystic power to protect you and your allies from harm. As a reaction, you create a whirling aurora of brilliant energy that swirls around you or an ally. Until the end of your or their next turn, you or they gain resistance to all damage, after you or their turn ends they gain temp hp based on your Wisdom Modifier.

You may this feature up to your Wisdom Modifier of time, before needing a long rest to use again.

Calm of the Sea[edit]

Starting at 10th level, You can cast mass cure wounds once for free without expending a spell slot. Also, you and any allies within a 20 ft radius of you are under the effect of the spell beacon of hope.

Tidal Blessing[edit]

At 14th level, As a bonus action, you can grant advantage on all attack rolls and saving throws to all creatures friendly to you within 15 feet of you until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier, regaining use upon finishing a long rest. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.

Healing Rapids[edit]

At 17th level, you conjure a swirling vortex of healing waters around you expanding to 30 ft. centered on you. These waters heal you and your allies for up to 1/2 your max hit points (Rounded Down) + your Wisdom Modifier, clearing them of any status effects they may have been suffering from. Enemies within this vortex all have their movement reduced to 0 until the end of your next turn. You may only use this feature once, and regain the use after a long rest.


Prerequisites. To qualify for multiclassing into the Tide-Caller class, you must meet these prerequisites: 16 in Wisdom

Proficiencies. When you multiclass into the Tide-Caller class, you gain the following proficiencies: Nature and Perception

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