Waterborne (5e Subclass)

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Waterborne Sorcerer[edit]

The Waterborne

The Expansive Sea is the source of life in the world. Perhaps you were suppose to drown in a swimming incident or your ship sank during a storm. Maybe your ancestor was an elemental that you inherited your magic from. A sea god or goddess that gifted your bloodlines to rule the ocean and serve them. In the end your ability to flow with the waves is all that matters and much like the source of life your powers originated from. It is fearsome.

Ocean's Edge

  At the 1st level your ability to manipulate water shows and your can craft it as you please. Your movement speed in water equals your walking speed. If your walking speed is 30 or higher then it is increased by 10. You also learn the cantrip 'Shape Water' as a sorcerer spell or, if you already know the cantrip, learn another cantrip of your choice from the sorcerer spell list. In addition, When you move at least one gallon of water 5 feet you can instead make an attack rolls against a target within that range. Attack Roll = 1d20 + proficiency bonus + spellcasting ability modifier If the attack roll equals or is higher then the targets AC, Then the attack deals 1d6 slashing damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Ocean's Fury

  At 6th level, The damage dealt by Ocean's Edge now deals cold damage. In addition, You may also choose to add your spellcasting ability modifier to the damage dealt by the cantrip, or instead you may use your bonus action to have the target make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed by the water in a straight line up to 15 feet away from you.

Ocean Guide
 At 6th level, you are able to subtly control the tide and ocean currents.

If you are near the Ocean, you can use your action to alter the tide to either high tide if it is currently low tide, or low tide if it is high tide. You can end this effect as a bonus action. While underwater you can use your action to produce a strong ocea current. The current is 50 feet long and 15 feet wide in any direction you choose. Any creature of size medium or smaller that chooses to resist the current must make a Strength saving throw against your sorcerer spell save DC. On a failed save, the creature is pushed 50 feet through the current. You can end this effect as a bonus action.

Sea's Healing

  At 14th level, you can invoke the healing power within water to mend the wounds of a creature. As an action, You can expend a gallon of water that is within an open container within 30 feet of you to heal an ally for 1d6 hp, after which the gallon is destroyed. You can use this trait an amount of times equal to your wisdom modifier(minimum of 1)

Waterborne

  At 18th level you have reached your mastery over the element of water, now mimicking the liquid you demonstrate control over.

  • The range of your attack by the cantrip 'Shape Water' is doubled.
  • You gain Immunity to Cold damage.
  • You no longer have any need to eat or sleep.
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