Lord of the Tides

From D&D Wiki

Jump to: navigation, search

Lord of the Tides[edit]

Some people go with the flow, others ride the tides. Me? I control it all

Prerequisite: Elementalist, Water Preference

You have always been able to control the elements and bend them to your will, but for some reason water has been your strongest ally. You found that it flowed more easily from your hands, and when you needed its aid, it came stronger than the others. You have decided to pursue this affinity, and strength your ties with the tides. Whether it’s crushing your enemies beneath a rushing torrent, and breathing new life into yourself or your allies, the tides are at your command.

  • Note, I am open to revisions and will be checking this frequently. I don't know how to do the discussion page, but if you do, feel free. So if you think something needs changing, don't be afraid to speak up. -Vaftss2(I didn't make an account before making this, but it is mine)

Lord of the Tides Path Features[edit]

Wrath of the Tides (11th level): When you spend an action point to take an extra action, and that action in an attack, the attack gain’s the cold property, does cold damage instead of its other types, and you deal extra damage equal to your wisdom modifier.
Water’s Conduit (11th level): You have become a conduit through which water flows, allowing you to be imbued with some of its properties. You gain resist cold 5, increasing to 10 at 21st level. As well, you ignore enemy cold resistances up to your resistance value.
Wrathful Wave (16th Level): After using a daily power, you may make the following attack once per encounter.
Wrathful Wave Lord of the Tides Attack 16
Water isn’t as peaceful as the enemy might think…
Encounter Star.gif Primordial, Cold, Implement, Conjuration
Immediate Reaction Close Blast 3
Trigger: You have use a daily power during your turn.
Target: All creatures in blast.
Attack: Wisdom Vs. AC
Hit: 2d10 + Wisdom modifier cold damage, and the targets are pushed 1 square.
Miss: Targets are pushed 1 square.



Water's Whip Lord of the Tides Attack 11
You beckon forth the wrath of the sea, causing it to lash out at your enemies and knock them off their feet.
Encounter Star.gif Primordial, Cold, Implement, Conjuration
Standard Action Ranged 6
Target: One Creature
Attack: Wisdom Vs. Reflex
Hit: 2d6 + Wisdom modifier cold damage, and the target is knocked prone.
Special: Enemies along the path between you and the target make an Acrobatics check or Athletics check vs 15DC + your wisdom modifier. If an enemy fails, they are knocked prone.



Cleanse the Body Lord of the Tides Utility 12
Water’s purifying energy rushes through you or an ally, cleansing your impurities.
Daily Star.gif Primordial, Cold, Implement, Conjuration
Standard Action Close Burst 1
Target: You or one ally in burst.
Effect: The target saves from all negative ongoing effects.



Tidal Wave Lord of the Tides Attack 20
The sea brings its total power to bear, crushing all enemies in your path.
Daily Star.gif Primordial, Cold, Implement, Conjuration
Standard Action Close Blast 5
Target: All creatures in blast.
Attack: Wisdom Vs. AC
Hit: 3d12 + Wisdom modifier cold damage, and the targets are knocked prone and dazed(save ends)
Miss: Half-damage, targets are knocked prone.




Back to Main Page4e HomebrewClasses, Paragon Paths, and Epic DestiniesParagon Paths

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors