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- 1 Tide-Caller
- 1.1 Creating a Tide-Caller
- 1.2 Class Features
- 1.2.1 Table: The Tide-Caller
- 1.2.2 Spellcasting
- 1.2.3 Tide-Caller Cantrip
- 1.2.4 Depth-Charges
- 1.2.5 Depth-Magic
- 1.2.6 Oceanic Fluidity
- 1.2.7 Tidal Teachings
- 1.2.8 Call of the Tides
- 1.2.9 Tidal Protection
- 1.2.10 Tidal-Calling
- 1.2.11 Ability Score Increase
- 1.2.12 Rising Tides
- 1.2.13 Aquan Nature
- 1.2.14 Aquatic Grace
- 1.2.15 Cleansing Waters
- 1.2.16 Sea-Foam Steps
- 1.2.17 Endless Tides
- 2 Tempest Caller
- 3 Tidal-Mender
Creating a Tide-Caller
- 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.
As a Tide-Caller you gain the following class features.
- Hit Points
Armor: Light Armor and Shields
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
|Depth-Charges||Features||Cantrips||—Spell Slots per Spell Level—|
|1st||+2||2||Depth-Magic, Oceanic Fluidity, Tidal Teachings||3||2||—||—||—||—||—||—||—||—|
|2nd||+2||3||Call of the Tides||3||3||—||—||—||—||—||—||—||—|
|3rd||+2||4||Tidal Protection, Archetype Features||3||4||2||—||—||—||—||—||—||—|
|4th||+2||5||Ability Score Improvement||4||4||3||—||—||—||—||—||—||—|
|6th||+3||7||Call of the Tides, Aquan Nature, Archetype Feature||4||4||3||3||—||—||—||—||—||—|
|8th||+3||9||Ability Score Improvement||4||4||3||3||2||—||—||—||—||—|
|10th||+4||11||Call of the Tides, , Archetype Feature||5||4||3||3||3||2||—||—||—||—|
|12th||+4||13||Ability Score Improvement||5||4||3||3||3||2||1||—||—||—|
|16th||+5||17||Ability Score Improvement||5||4||3||3||3||2||1||1||1||—|
|17th||+6||18||Call of the Tides, Archetype Feature||5||4||3||3||3||2||1||1||1||1|
|19th||+6||20||Ability Score Improvement||5||4||3||3||3||3||2||1||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 Torrent Blast 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.
Casting Time: 1 action
Range: 120 feet
Components: V, S
A beam of torrential water bursts toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Tide-Callers draws power from the ever flowing stream of water to fuel their special features. Your abilities will cost varying amounts of Depth-Charges depending on their power. As your power grows, you will be able to focus your Depth-Charges into more powerful effects. Depth-Charges are regained by taking a short rest or long rest.
While you have a Depth-Charge available, you may also use them to take place of a spell slot, for example if you cast a 3rd level spell it will consume 3 Depth-Charges.
At first level, you have 2 Depth-Charges gaining more as per the Tide-Caller table above.
- Tidal Reach - When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 Depth-Charge to double the range of the spell. When you Cast a Spell that has a range of touch, you can spend 1 Depth-Charge 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 Depth-Charges equal to the spell’s level to target a second creature in range with the same spell (1 Depth-Charge if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
- Lasting Waves - When you Cast a spell that has a Duration of 1 minute or longer, you can spend 1 Depth-Charge 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 Depth-Charges 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 Depth-Charge to cast it without any somatic or verbal Components.
- Tide Control - You can create pockets of relative safety within the effects of your Evocation Spells. When you cast an Evocation spell that affects other creatures that you can see, you can choose any number of them.The chosen creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.
At 1st level, while wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Your movement speed is also increased by 5 ft.
At 1st level, your training as an Tide-Caller you've learned one of the following traditions:
- Spell Adept - When you cast a spell that requires you to make a ranged or melee attack roll, you have a +2 to hit.
- Tidal-Offensive - When using any melee weapon your weapon attacks now score a critical hit on a roll of 19 or 20 and have a +2 to attack rolls.
- Ocean's Bounty - When you roll a 1 on damage or healing die for a spell you make that targets one creature, you can re-roll the die and must use the new roll, even if the new roll is a 1.
All Tide-Callers are trained in Medicine and gain proficiency in Medicine checks and if you already have proficiency you may double your proficiency modifier to it.
Call of the Tides
- At 2nd level,as you grow in understanding of the powers of the deep, your affinity grants you several benefits as you nurture your abilities. When you would deal cold damage, you can add your Wisdom modifier to the damage rolls. Also, you learn the Shape Water cantrip (if you don't already know it)and doesn't count towards your cantrips known, but it is now improved among it's normal effects you can now summon water at will, but only enough that would fill a 5 ft. square.
- Then at 6th level, you gain resistance to cold damage
- At 10th level, you gain resistance to fire damage, your body ignores the draw backs of extreme heat or cold temperatures.
- Finally, at 17th level, your resistance to cold damage becomes immunity to cold damage.
At 3rd level, you invoke a water barrier to protect you or an ally from harm. As a reaction, you create a watery barrier. Until the end of your next turn, you gain resistance to all damage. Also, at the end of your turn, you gain temp. hit points equal to your Tide-Caller Level. You may only use this ability up to your Wisdom Modifier, per long rest.
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
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Starting at 5th level, Your powers of control in a battle, shield and steady your strikes. As a bonus action on your turn, you can give yourself an advantage on all attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature up to your Wisdom Modifier. You regain all expended uses of it when you finish a long rest.
At 6th level, you've taken on integral aspects of the creatures of the inner planes. You don't require food or drink and you can breathe underwater, and you gain a swimming speed equal to your walking speed. In addition, you can speak, read and write Primordial. Your relation to the elements of water and air have expanded your views into the world granting you a +2 to your Wisdom modifier this cannot make the stat total go over 22.
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.
Starting at 9th level, your body pulsates with cleansing waters purifying you from harmful effects. At the start of your turn, you can cleanse away impurities to end any effects on yourself that is causing you to be blinded, deafened, diseased, paralyzed, or poisoned. You regain use of this feature when you complete a long rest. In addition, you are resistant to poison damage.
Starting at 11th level, moving through non magical and magical (related to water or ice) difficult terrain costs you no extra movement. You can also pass through non magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against being grappled and magical effects that would manipulate or impede movement, such those created by the entangle spell.
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.
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.
|1st||witch bolt, thunderwave|
|3rd||mirror image, misty step|
|5th||call lightning, haste|
|7th||ice storm, control water|
|9th||cone of cold, conjure elemental|
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
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.
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
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.
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
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.
|1st||healing word, cure wounds|
|3rd||lesser restoration, enhance ability|
|5th||beacon of hope, mass healing word|
|7th||death ward, freedom of movement|
|9th||mass cure wounds, raise dead|
When you choose this archetype at 3rd level, you can use your Wisdom Modifier instead of Strength or Dexterity for grapple checks, attack and damage rolls with melee weapons. When making an attack, if you roll a critical hit, you can cause yourself and a target within 15 feet of you to gain a number of health points equal to your Tide-Caller level plus your spell-casting modifier. You have advantage on Medicine checks on humanoids.
You enter a fluid stance that allows you to excel at defense and mobility. While in this stance you gain the following benefits, as long as you aren't wearing armor.
- You have resistance to bludgeoning, piercing, and piercing physical damage.
- You can use the Dash action as a bonus action on your turn.
- You have advantage on Dexterity (Acrobatics) checks.
- Your walking speed increases by 10 feet.
You can use a bonus action to enter the Tidal Stance, which lasts for 1 minute. It ends early if you are incapacitated. You can also drop the Tidal Stance at any time you choose (no action required).
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Globes of Healing
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 remove poisoned, diseased, and 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. You may cast cure wounds as a bonus action.
- At 5th level, You learn how to bless a melee weapon with the power of the tides creating a powerful bond. The blessing takes one hour to perform as a ritual. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. While you have a bless bonded weapon you can ignore the heavy property for weapons as long as your Wisdom modifier meets the requirement.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. The blessed weapon also has a +1 to damage rolls.
- Your hit points maximum increases by +2 per level, in addition to previous levels in this class.
Beginning at 6th level, you gain mastery over Polearms and Swords allowing you to make a melee attack as a bonus action. While two-handing any polearm or sword you gain +1 to damage and attack rolls, +5 to movement and a +2 to AC. While you are wielding a polearm other creatures have a disadvantage on attacks of opportunity against you.
Also, if an ally is within 30 ft. of you, you can use a reaction to dash to them if they would be subject to an attack roll(s) that would harm them, instead you take the attack(s) and gain 10 temp hp. You can use this action up to 2 times per long rest.
Calm of the Sea
Starting at 10th level, You can cast cure wounds as a 2nd level spell and lesser restoration up to your Wisdom Modifier without expending a spell slot once per long rest. Also you and any allies within a 20 ft radius of you are under the effect of the spell beacon of hope.
At 14th level, as a bonus action you may dash up to 30 ft. with fluid grace up to 3 allies, and heal them for 2d6 + your Wisdom modifier and appear adjacent to them, at the end of this ability you may appear in an unoccupied space within 5 ft. of them. You can use this ability up to a number of times equal to your Wisdom Modifier before needing 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.
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