Water Archon (5e Class)

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Welcome to the Water Archon class[edit]

Class Features

As a Water Archon you gain the following class features.

Hit Points

Hit Dice: 1d12 per Water Archon level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Water Archon level after 1st

Proficiencies

Armor: Light, Medium armor.
Weapons: Simple and martial melee weapons.
Tools: Gaming set.
Saving Throws: Charisma, Wisdom
Skills: Choose three from persuasion, deception, insight, investigation, perception, athletics, acrobatics, medicine, stealth, survival, intimidation or perfomance.

Equipment

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

  • (a) Fasionable clothes (1+ to Wisdom) or (b) Revealing clothes. (1+ to Charisma)
  • (a) Dungeoneer’s Pack or (b) Scholar's Pack or (c) Explorer's Pack.
  • One simple or martial melee weapon of your choice.
  • (a) A manga book or (b) A packet of Pocky
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Water Archon

Level Proficiency
Bonus
Features Magical Points
1st +2 Archon Welfare, Fan Club, Archon Unarmored Defense -
2nd +2 Itai! -
3rd +2 Archon Path, "Baka!", Magical Points 3 +cha
4th +2 Ability Score Improvement 4 +cha
5th +3 Extra Attack, Water Archon Path Feature 5 +cha
6th +3 Overprotectiveness 6 +cha
7th +3 Water Archon Path Feature 7 +cha
8th +3 Ability Score Improvement 8 +cha
9th +4 Horrible Singing 9 +cha
10th +4 Water Archon Path Feature 10 +cha
11th +4 B-Bakemono... 11 +cha
12th +4 Ability Score Improvement 12 +cha
13th +5 Water Archon Path Feature 13 +cha
14th +5 Together Forever 14 +cha
15th +5 Water Archon Path Feature 15 +cha
16th +5 Ability Score Improvement 16 +cha
17th +6 Baka! Improvement 17 +cha
18th +6 Yume 18 +cha
19th +6 Ability Score Improvement 19 +cha
20th +6 Water Archon Path Final Feature 20 +cha

Archon Welfare[edit]

Starting at 1st level, you as the Archon of your group have brought inspiration and welfare. As an action, you yell out inspirational words to your foe. Any allied creature you choose that is within hearing distance will add your Charisma modifier to their attack, damage and saving throws until the beggining of your next turn.

You can use this as much as your Charisma modifier before needing to take a long rest.

At 15th level, you have inspired a lot of people in your life, requiring you to come up with a better way to inspire your allies. When using the Archon Welfare feature the affected creature will now also add your Charisma modifier to their critical hit radius (ex: your charisma has a bonus of +4, so their ratios will now be 16), to their AC and to their ability checks.

Fan Club[edit]

Also at 1st level, in the eyes of humanoid creatures, you are a Queen, a Beauty, an Adorable person, a Archon. You have proficiency in all Charisma skills, if you already had proficiency you will gain expertise instead.

Archon Unarmored Defense[edit]

Also Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Wisdom Modifier + your Charisma Modifier

Itai![edit]

Beginning at 2nd level, you have experienced enough pain for you and others to tolerate it. As an reaction to receiving damage, you increase your AC by your proficiency bonus and gain resistance to all damage types until the end of your next turn. When you use this feature, all friendly creatures within 15 feet of you get a 1+ to AC. You can use this feature a number of times equal to your Charisma modifier before needing to take a long rest.

Archon Path[edit]

At 3rd level, all Archon’s choose a specified path to follow that shapes their abilities of the Archon's powers. Water Archon Path.

You gain additional features from your path at 5th, 7th, 10th, 13th, 15th, and 20th level.

Some of your Archon features require the target to make a saving throw, which is calculated as it follows:

Water Archon DC= 12 + your proficiency bonus + your Charisma modifier

Water Archon Spell attack= your proficiency bonus + your Charisma modifier

Baka![edit]

At 3rd level, you realize that humanoid creatures can sometimes do some dumb stuff. As a bonus action, you can point at a target and say the words "Baka!". The creature that was yelled at must make a Wisdom saving throw against your Archon DC. On a failure, the creature will be frightened for 1 minute. On a success, the creature doesn't get frightened and becomes immune to the "Baka!" feature for the next 24 hours. The creature can repeat it's Wisdom saving throw at the beggining of its turns, ending the effect early on a success.

This can be used as much as your cha modifier before needing to take a long rest.

Magical Points[edit]

At 3rd level, you sense your magical powers growing, gaining a grasp on the full extent of your magic. You have as many magical points as your class level + your Charisma modifier.

You regain all expended points after taking a long rest. Or 1d4 + your Charisma modifier when taking a short rest.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Overprotectiveness[edit]

At 6th level, you have grown quite found of those you care about, and will do anything to protect them. As a reaction for 1 Magical Point, when you witness a ally receiving an attack roll you may give the roll disadvantage. On a hit, the damage is halved.

At 12th level, when using this feature you put the attacked creature under the Archon Welfare feature until the beggining of your next turn.

Horrible Singing[edit]

At 9th level, no one has told you that your singing is bad because they are afraid that it might break your heart. As a bonus action and 2 Magical Points, when in combat, you can roll a Charisma (Performance) check to see if you are singing wonderfully or not. If rolled a 13 or lower, every hostile creature within 60-feet must roll a Constitution Saving throw. On a failure, they will become deafened for 1 minute and take thunder damage equal to your Charisma modifier. On a success, they will not be deafened and will take half as much damage(rounded down).

On a critical failure, they will also be stunned.

If rolled a 14 or higher, all allied creatures will be put under the Archon Welfare feature, and all hostile must roll a an Wisdom saving throw or become charmed until the end of your next turn.

B-Bakemono...[edit]

At 11th level, you are really afraid of monsters specially if they're big. Whenever you witness a large-sized or bigger Monstrosity or Aberration type creature, you are automatically frightened. Your allies will have to protect you when you get frightened, all of them get put under the Archon Welfare until the creature is unconscious or is not a threat anymore.

Furthermore, you must attempt a Wisdom saving throw against your passive perception + half the creature's CR(rounded down) at the beginning of your turn. If you succeed then you are no longer frightened from this feature, and you gain immunity to it for the next 24 hours. All allies under Archon Welfare will lose the benefits of it at the end of your next turn. On a failure, you will remain frightened. You may reattempt the save at the start of your next turn, the DC is reduced by a -1 each time you fail and will reset when you pass. (You cannot choose to fail the save on purpose.)

Together Forever[edit]

At 14th level, whether it's your sibling, lover, crush, or whatever. Your bond together won't be broken, fighting together makes you one. When in combat as a reaction and 3 Magical Points, when near an ally, you may attack with any friendly creature together during their turn using a ranged or melee attack, both will gain advantage in their rolls. If one of you gets a critical hit, both of you do. This can be used as much as your Charisma modifier.

Baka! Improvement[edit]

At 17th level, people are really stupid sometimes but you now you know how to handle it. Any creature under the Baka! feature gets put under the dominate person spell for a number of hours equal to your Charisma modifier(minimum 1) or until freed. You can't have more than 2 creatures on your command.

Yume[edit]

At 18th level, during a long rest, you must roll a 1d12 and suffer or enjoy these outcomes:

  • 1: Anxiety. You are afraid for the rest of the day. If your in battle and there's more hostile creatures than half of your proficiency bonus you will receive disadvantage in all attack rolls.
  • 2: Sallow. You feel no sympathy or grief over anything you do, and people sense regret when talking to you. You have disadvantage on all charisma checks and saving throws.
  • 3: Prideful. You are prideful in your fights and get put under the Archon Wellfare effect when entering combat.
  • 4: Hopeful. You feel hopeful when talking or interacting with people, people often wanna accompany you on your journeys or give you rewards for just meeting them.
  • 5: Despair. In moments where you can't do anything, you begin kneeling and crying in place like you are hopeless. When combat begins you must make a DC 20 Wisdom saving throw, on a failure you are stunned for the rest of the battle, or until an allied creature makes a Persuasion check against your Archon DC and succeds.
  • 6: Empathy. When you witness an ally being attacked, you take 1d10 non-lethal psychic damage. In addition, any conditions affecting one of your allies will also affect you while they have it.
  • 7: Admiration. When you are witnessing an ally attacking a creature, you they will get advantage on their first attack roll and will deal one extra dice of damage.
  • 8: Calmness. When a creature tries to make you frigthened, you automatically succeed and get advantage on your attack rolls against it for the number of rounds the frighthened condition would have lasted.
  • 9: Loneliness. You feel sadness and loneliness when you talk with someone. When talking to people they will ignore and leave you alone like your not there.
  • 10: Optimism. Positive and hopeful emotion that encourages you to look forward to a bright future, one in which you believe that things will mostly work out, Sometimes you must really go for it. You have advantage on everything you want to try and accomplish.
  • 11: Depression. You feel like no one likes you and you feel that you are useless and people would be better off without you, when not talking to someone dear to you before entering a second long rest you will end your life. If you choose to talk about your problems to your partner you will get out of this state and be immune to it for 2d4 months.
  • 12: Love. perhaps the strongest of all positive emotions, love is a feeling of deep and enduring affection for someone, along with a willingness to put their needs ahead of your own; it can be directed towards an individual, a group of people, or even all humanity. You and the people you treasure for your life become resistant to all damage and don't suffer from any condition and you can't be surprised attacked.

Every effect lasts until a new dawn, except effect 11.

Water Archon Path[edit]

  • Magical Expertise: Your Magical Points are multiplied by 2. (rounded up if needed)
  • Immortal-mortal: You have advantage on rolling Death saving throws.
  • Holy Aura: Any undead or fiends that attack you suffer from 1d8 Radiant damage. At 5th level, the damage die increases by 2d6. At 7th level, 2d8. At 9th, 3d6. At 11th, 4d8. At 20th, 3d10.
  • Undead/Fiends Detection: You can detect any fiends/undead just by you smelling. You have advantage on perception checks against fiends and undead. At 9th level, you know the presence of any Undead/Fiend creature type within 60-feet of you, but not exactly where.
  • Water: As a Goddess of Water, you can create water, all water you produce automatically has holy attributes. Their potency is such that they can rejuvenate people and even damage undead, you can also manipulate water from a distance of 120 feet the more, undead/fiends creatures who touch the water take 2d4 Radiant damage.
  • Water Walker: As Goddess of Water, you can walk on water for any amount of distance worth of water, this applies to all types of liquids.
  • Water Familiar: As a Archon of water, you can create a familiar of your element Choose between option A or B.

Option A Opera Singer: You create a familiar that soothes people with its singing. At the cost of a bonus action and 3 magical points you create a familiar that can’t move and all allied creatures within 45 feet that can hear it receive a 1d6 in healing at the start of their turn. This summon lasts for 18 seconds and can’t be target for attacks however can be dispelled or removed as a free action on your turn. The healing of this familiar increases by 1d6. At 5th 2d6, 7th 3d6, 9th 4d6 so on and so forth.

Option B Honoured Guests: You create 3 familiars that get summoned 5 feet next to you or at the nearest open space a crab, seahorse and squid. At the cost of 4 magical points and a bonus action you create 3 familiars that have your movement speed and can attack(They use your spell attack to hit) and they last for 24 seconds, they take their turns after you. The crab has a claw attack that does 1d8 force or bludgeoning, the seahorse has a ranged attack of 20 feet and does 1d6 force or bludgeoning, whilst the squid has a ranged attack of 40 feet and does 1d4 force or bludgeoning. Every 3rd level you may increase 2 of the familiars damage by a 1dX of their respective damage (crab would go to 2d8, seahorse to 2d6 and squid to 2d4 at 6th).

Goddess' Might

As a Goddess, you will definitely have magic powers to aid your party. At 3rd level, you gain the following abilities to use:

  • Purification: For 1 Magical point, you have the power to purify water, from contaminated hot springs to coffee and tea or anything similar through mere contact.
  • Reflect: As a reaction and for 1 Magical point, whenever an enemy misses an attack on you, you can force them to take 2d6 radiant damage as they hit a mirror image of themselves.
  • Heal: For 1 Magical point, as an action, you may heal yourself or others for 2d6 by either touching or ranged. The range for this is 15 feet. If you touch a creature to heal them you instead add your Holy Aura die to the healing. At 6th level, the healing die increases to 3d4.
  • Detect Magic: For 2 Magical points and an action, you gain the ability to cast detect magic.
Aqua Goddess

As a Goddess, it is confirmed that you're magical, and you unlocked some more powers to further aid your party. At 5th level, you gain the following features:

  • Turn Undead: As an action and 3 Magical points. you purify any undead or creature with your goddess might, the creature roll a Constitution saving throw against your spell save. On a fail, the creature takes 2d8 radiant damage, if a creature would die from this, then its spirit leaves its body, and the body gets turned into dust. On a success, would only take half, and if it would die from this, its body doesn't get burnt to ashes.
  • Force Fire: As a bonus action and 1 Magical point. You may make all hostile creatures within 20-feet of you, put their attention on you, the creatures must make a Wisdom saving throw contested against your spell save. all creatures that failed, roll with disadvantage against you for 1d4 turns.
  • Create Water: As an action and 2 Magical points. You may summon water of out your hands and shoot them as beams from each hand, the range for this attack is 60 feet, the force of the water beams deal 2d10 Force damage + the radiant damage from Water.
  • Exorcism: As an action and 2 Magical points. If a creature is under any sort of mind control spell or condition, making the creature reroll the saving throw with advantage, if they fail, the creature will remain under the spell. Furthermore, you may spend an extra 3 Magical points to free them out of this, but, the creature takes 2d8 Psychic damage.
  • Detect Evil and Good: As an action and 2 Magical points. you gain the ability to cast detect evil and good.
Supporting Goddess

At 7th level, you are too magical and Godnessful but more supportive than the other ones to aid your party once more. As an action, either you or a friendly creature within 60 feet of you, you may enhance their physical body to push their limits further beyond, they begin radiating a glow and sparkle with a color representing the magical increase, you must roll a 1d6 and get the following benefits to use on yourself or others:

  • 1: Increase Strength (Red): Your/Their Strength score increases by a +1 and you/they gain an extra 2d4 to damage rolls made with melee attacks, for 3 turns.
  • 2: Improve Speed (Blue): Your/Their Speed increase by 15 feet, and they/you are able to use the dodge action as a bonus action, for 3 turns.
  • 3: Enhance Defense (Yellow): Your/Their AC is increased by a +2, for 3 turns.
  • 4: Enhance Magic (Purple): You/They have advantage against spells and other magic effects, for 3 turns.
  • 5: Invigorating Essense (Green): At the end of your/their turn, you/they may be able to spend one hit die to regen hit points equal to the roll, doing so does cost you spend 1 Magical point per hit die roll, this lasts for 3 turns even if you/they didn't spend a hit die.
  • 6: Versatile Actor (White): You can turn an ally into a super actor, mimicking anyone's voice.

You can use this feature 3 times per day. You can not stack the AC increase with "Itai!"

God's Blessing

At 9th level, your Goddess powers are evolving into more and better abilities that can be used to aid or protect your party, you have obtained the following abilities:

  • Seal: As a reaction and 1 Magical point, you may seal a magical item's ability away until the end of your next turn. Depending on the item's rarity if it would be a very rare amulet or a legendary sword, the cost of Magical points would increase by 1 for each level of rarity of items. (i.e. If it was a rare item, it would cost 3 Magical points instead) The starting cost would be 1 Magical point if the item is of the rarity of common.
  • Break Spell: As an action and 3 Magical points, you may nullify any creature's spell or ability that requires time to cast, the creature must roll a Constitution with disadvantage against your spell save. On a failure, they lose concentration. On a success, the creature becomes immune to your Break Spell feature for the next 24 hours.
  • Master Artist: You are an extremely talented artist, utilizing the magic of radiance to fix anything that was broken. For 2 Magical points, you may repair any item just by touching it with your finger and if the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded, the requirement for this is that you need at least a bit of the item or the item itself. Furthermore, you may also repair anything that is a structure with the cost of Magical points costing more depending on the DM, if they allow you or not.
  • Sacred Highness Heal: You can use a better and improved version of Heal, for 3 Magical points and as an action, you may heal yourself or others for 5d8 by either touching or ranged. The range for this is increased to 30 feet. If you would instead touch a creature to heal them you add your Holy Aura die to the healing with it being increased to the next set of die (i.e. If the Holy Aura die is 3d4, it would instead be a 3d6).
A loving Hand for Our Party

At 11th level, you are slowly becoming a fully powerful Goddess to reclaiming what was once yours, you gain even more abilities:

  • Magic Barriers and Circles: As an action and 3 Magical points, you form a magical large sphere from where you are standing with the radius of it being 15 feet, the sphere has an AC of 12 and hit points equal to half of your maximum rounded down, nothing can enter this sphere unless you allow it to do so, if the sphere's hit points fall to 0, it will shatter and disappear entirely. Creatures whose CR is 1/4th of your level (rounded to closest CR) are unable to damage the barrier unless they cast a spell like dispel magic then the barrier would disappear, or if it gets damaged by a spell, like wall of fire or any spell that deals damage, it would get damaged. The barrier has resistance to non-magical bludgeoning/slashing/piercing and it's vulnerable to force damage. You would require concentration up to 10 minutes or until you stop this as a free action. Additionally, you may spend an extra 3 Magical points to increase the size of the sphere equal to the size of the structure that you are in when casting this spell, when the barrier is hit during this, it will send off an alarm three times as loud. And it doesn't require you to hold concentration, it also lasts for 24 hours or until you end it as a bonus action.
  • Sacred Dispel: For 1 Magical point, at your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
  • Night Vision: You gain the ability to see in total darkness within a radius of 120 feet, and an extra 30 feet of dim light.
  • Resurrection: For 4 Magical points, you touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return a creature to life that has died of old age, nor can it restore any missing body parts. You can resurrect anyone as much as you like, but, you cannot resurrect those whose physical form has been digested or completely destroyed.
Sacred Magic

At 14th level, you are so close to getting your full potential, but you have gained some more abilities and powers:

  • Scry/Mental Immunity: If anyone attempts to see your location/future/mind or attempts mind manipulation like controlling you, it will result in seeing a blinding bright light like a flashbang making the creature blinded, If the creature has immunity they can't see your location/future/mind.
  • Sacred Create Water: For 5 Magical points, you can summon a large amount of water which can make you use Create Water without spending any magical points for shooting them, You gain 1d8 water beams, you can fire them at once or one water beam each turn, each beam deals 1d10 force + 1d4 radiant damage, and all of them at once would deal (amount of beams rolled)d10 + d4 for each beam.
  • Sacred Turn Undead: For 6 Magical points and an action. You can cast a more powerful and improved version of Turn Undead. In preparation, you have to draw a detailed magical circle beforehand taking 30 seconds to do so. You strike the ground in the middle of the circle, creating a burst of divine energy that ripples outward from you. Each creature you choose within 45 feet of the circle must succeed on a Constitution saving throw against your spell save or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. Furthermore, if a creature would die from this, then its spirit leaves its body, and the body gets turned into dust.
  • Sacred Exorcism: A stronger and more refined version of Exorcism. When you free a creature under mind control or anything similar using Exorcism, you may spend an extra 3 Magical points to deal an extra 4d8 radiant damage, and the freed creature becomes immune from any mind control spell for 24 hours.
Requimed Goddess

At 20th level, You have finally acquired your full power, making you get this ability:

  • God Blow: for 12 Magical Points and an action, you conjure a powerful punch or "lethal fist" that can destroy and purify enemies with one blow, the creature must succeed an (10 + dex mod + Proficiency bonus) DC Dexterity saving throw, on a success, the creature gets their hitpoints reduces to half of their maximum and have disadvantage on everything for 1d4 turns. on fail, the creature's hitpoints get reduced to 0, and if they get attacked while in this state their body disintegrates into nothing.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Water Archon class, you must meet these prerequisites: Charisma 17 and Wisdom 13

Proficiencies. When you multiclass into the Water Archon class, you gain the following proficiencies: Light armor, Medium armor, Simple weapons, Martial weapons.


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