User:Doriansword/Water Breathing (5e Class)

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Water Breathing[edit]

Water Breathing is a style meant to encapsulate the grace and natural flow of water allowing the user to be extremely versatile and react to most any situation with the appropriate form making it one of the most adaptability heavy forms known to man.


Creating a Water Breathing user.[edit]

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Quick Build

You can make a Water Breathing user quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose one two handed weapon to use as a catalyst for your forms and.

Attribute Bonuses

+1 dex,+1 wis.

Class Features

As a Water Breathing user. you gain the following class features.

Hit Points

Hit Dice: 1d(8) per Water Breathing user. level
Hit Points at 1st Level: (8) + Constitution modifier
Hit Points at Higher Levels: 1d(8) (or 5) + Constitution modifier per Water Breathing user. level after 1st

Proficiencies

Armor: Light, Medium.
Weapons: Simple and Martial weapons.
Tools:
Saving Throws: Dexterity and Wisdom.
Skills: Insight, Athletics

Equipment

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

  • one two handed weapon of your choice, and Leather armor

Table: The Water Breathing user.

Level Proficiency
Bonus
Features Breathing Points Mantra Points
1st +2 First Form: Water Surface Slash, Second Form: Water Wheel 2 0
2nd +2 Third Form: Flowing Dance 3 0
3rd +2 Condensation, Flow Mastery 3 0
4th +2 Ability Score Improvement, Mantra, Fourth Form: Striking Tide 4 1
5th +3 Second Wave 4 1
6th +3 Fifth Form: Blessed Rain After the Drought 5 1
7th +3 Water Walkers Dance 5 1
8th +3 Ability Score Improvement, Sixth Form: Whirlpool 6 2
9th +4 6 2
10th +4 Seventh Form: Turning Tide 7 2
11th +4 Third Wave 7 2
12th +4 Ability Score Improvement, Eighth Form: Waterfall Basin 8 3
13th +5 8 3
14th +5 Ninth Form: Splashing Water Flow, Turbulent 9 3
15th +5 9 3
16th +5 Ability Score Improvement, True Flow, Raging Rapids 10 4
17th +6 10 4
18th +6 Tenth Form: Constant Flux 11 4
19th +6 Ability Score Improvement 11 4
20th +6 Eleventh Form: Dead Calm, One with the flow 12 5


Whenever a saving throw is called for the dc will be equal to 10+the water breather’s proficiency modifier + the water breather’s wisdom or dexterity modifier (players choice).


First Form: Water Surface Slash[edit]

The water breather uses their concentrated breathing to empower their blade creating a single powerful slash dealing an additional 1d8 slashing damage on top of the weapon's normal damage. Using this form expends the water breather’s main action, as well as one breathing point.

Water Surface Slash can be used with increased potency.

By expending an additional Breathing point, the user can add a 1d8 to the damage of the slash.


Second Form: Water Wheel[edit]

The water breather leaps into the air 5ft and releases an attack with a constant flow much like that of a river dealing 1d8 slashing damage to both enemies 5ft in front of, behind, and above the user on failed DEX save additionally, this halves falling speed during the turn it is used (so say in that turn you were gonna fall 10ft you would instead fall 5ft). Using this form expends the water breather's main action, as well as two breathing points.

Water Wheel can be used with increased potency.

By expending an additional Breathing point, the user can add an additional 1d8 slashing damage with the attack and add an extra stream additionally using 2 or more additional points gives the user the option to instead transform this ability into Second Form: Improved, Lateral Water Wheel which deals the damage it would regularly deal (with the additional dice added from the extra points expended) but instead takes the form of a horizontal spin instead of a vertical one hitting all enemies within 5ft of the demon slayer (but not above seeing as the demon slayer does not jump when performing this improved form).

Third Form: Flowing Dance[edit]

The water breather begins to dance through their opponents gaining 10ft of movement, 1ac, you ignore difficult terrain and gain advantage on saves vs disabling effects (ex: Snares, Roots) during the duration of the dance (1d6 rounds) this dance ends if you are knocked prone, put to sleep, or paralyzed. Using this form expends the water breather's main action, as well as three breathing points.

Flowing Dance can be used with increased potency.

By expending an additional Breathing point, the user will gain another point of ac (max 3 total can be gained when using this form).


Fourth Form: Striking Tide[edit]

The user moves gracefully by their enemies while weaving one flowing slash through them all, allowing the user to deal weapon damage to any enemy they pass by in their 30ft of movement that turn. These strikes can be dodged with a dexterity save. While using this form the user cannot take attacks of opportunity over its duration. Using this form expends the water breather's main action, as well as three breathing points.


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Condensation[edit]

The user breathes deeply and creates a small rain cloud that rains down upon 10ft of area. This feature expends one breath point upon use. Using this feature expends the water breather's main action.

Condensation can be used with increased potency.

By expending an additional breathing point, the user can double the size and increase the potency of the rain


Second Wave[edit]

You feel more in touch with the river that rages inside allowing you to command a second wave and gain an extra attack


Fifth Form: Blessed Rain After the Drought[edit]

The user leaps toward’s a target within 15ft of them and slashes at their neck, dealing 4d8 slashing damage to them on a failed DEX save, after using this form, the user appears behind the victim having flowed through the air as they wove their slash. Using this form expends the water breather's main action as well as 3 breathing points.


Water Walkers Dance[edit]

You have gained great knowledge of the flow of water and are now able to utilize total concentration breathing and a unique dance at the same time, this combination allows the user to walk on water by dancing over it expending 1 breathing point initially, and then another for every two turns they spend performing the dance. Using this feature expends the water breathers bonus action on the first turn it is put into use.


Sixth Form: Whirlpool[edit]

The water breather twits both their upper and lower body creating a whirlpool of air that cuts anything caught in it with its 10ft range (15ft underwater) dealing 2d10 slashing damage while underwater it instead deals 3d10 Slashing damage spread as evenly as possible to all targets (no more than 3 targets can be hit). Using this form expends the water breather's main action, as well as three breathing points.

Whirlpool can be combined with Flowing Dance in order to create Whirlpool Flow an ability which grants the user +10ft movement, and +2 ac until their next turn, while also allowing the user to create an enhanced version of Sixth Form
Whirlpools which deals 4d10 slashing damage, however it loses its area of effect capabilities and is centered entirely on one target as the water breather guides the entirety of its force into one victim.


Seventh Form: Turning Tide[edit]

The water breather utilizes their deep knowledge of their constant breathing techniques to create a translucent barrier of rushing current around the user, causing all blunt and slashing damage against the user to be halved and rounded down, and storing the kinetic energy of said attacks as charges up to a maximum of 4 charges is achieved. These charges can be used to bolster the power of a counterattack made as a reaction to an attack made against the water breather while in melee range of their attacker, or as a bonus action, allowing the user to retaliate with an arching slash that does 3d8 + 1d6 slashing damage for each charge absorbed before releasing. The user may choose to release it at whatever point they’d like however it absorbs 4 hits it will trigger regardless forcing the user to make their counterattack or let it go to waste. Using this form expends the water breather's main action, as well as four breathing points.


Third Wave[edit]

You begin to understand the flow of your rivers rapids better and thus you gain another extra attack as your knowledge of your own power deepens


Eighth Form: Waterfall Basin[edit]

The user leaps into the air and slashes downward creating a waterfall that masks their attack which comes down on the target from above and deals 5d12 slashing damage and is rolled as a normal attack with advantage. Using this form expends the water breather's main action, as well as five breathing points.


Waterfall Basin can be used with increased potency.

By expending an additional Breathing point, this form will deal an additional 1d12 slashing damage.


True Flow[edit]

You gain even more control over the flow of your weapon, having it become almost apart of you as you swing it, making it very easy to slash multiple enemies with one swing, meaning that whenever you have advantage on a slash, that slash can hit an additional target up to 5ft away from the intended victim, dealing the same amount of damage as the first slash made.


Raging Rapids[edit]

You move at the speeds of a raging river, all the meanwhile maintaining your flow as you gracefully dance through the battlefield, your movement speed is doubled, and as such any dash made as apart of a form has its length or maximum length doubled.


Ninth Form: Splashing Water Flow, Turbulent[edit]

The water breather changes their movements in a way that minimizes the landed time and surface needed when landing, allowing the user to move without limits causing them to gain the following benefits, +3 dex, all basic attacks deal 3d10+dex slashing damage, ignore difficult terrain, and take no fall damage, for 1d3 turns. Using this form expends the water breather's main action, as well as three breathing points per turn this form's bonuses are active.

Splashing Water Flow, Turbulent can be used with increased potency.

By expending an additional Breathing point, the duration is extended by one turn for every two additional points added.


Tenth Form: Constant Flux[edit]

The user begins to rotate several times as they move towards an enemy building up their speed, strength, and concentration as they go. This build up lasts up to four turns before the user cannot continue creating these rotations, meaning that after the user begins to use this form, they have four turns to make it into melee range of their enemy and slash at their throat, dealing 1d10 damage per 10ft moves over the duration of the users dash towards the target. This attack's damage will cap out at 10d10 slashing damage, and the attack will be rolled as a normal attack with advantage and a +1 for every 10ft moved before the attack is made. While making this dash the user cannot use any other attacks. If constant flux is used during the duration of Third Form: Flowing dance, the damage done by constant flux will go up by 2d10 (this additional damage can surpass the cap raising it to a maximum of 12d10 slashing damage). Using this form expends the water breather’s main action, as well as five breathing points.


Eleventh Form: Dead Calm[edit]

The water breather enters a state of pure tranquility and is able to completely block up to 4 incoming attacks with inhuman speed, additionally, the enemy who launched it against the water breather is stunned after the fact, allowing the user to quickly dash to their position (up to 60ft) and slice at their attacker's neck with advantage before returning to their previous position faster than the human eye can observe. this attack (or these attacks if multiple attacks are blocked) does(do) 7d20 slashing damage and are all dictated by one attack roll that has advantage. Additionally, this weapon attack roll is modified by both the user's dexterity and wisdom modifiers simultaneously. Using this form expends the water breather's main action, as well as six breathing points.


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One with the flow[edit]

you have come a long way to achieve this mastery of the water breathing style and now that you have you are able to overcome anything the world may throw at you, allowing you to become one with the flow and take control of it gaining the ability to ignore difficult terrain while also becoming unable to be slowed by any means.


Ability Score Improvement[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.


Mantra[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 20th level, you gain the ability to breathe deeply and meditate for a short period of time (1 action) regaining 1 breath point for each level of mantra you have unlocked (see class features table).


Flow Mastery[edit]

You understand and go with the flow better than ever before, allowing you to exert yourself, and channel forth the inner strength that is hidden within the water and its flow. Through extreme concentration and breathing prowess, the water breather can tap into this inner strength granting them a +1 to ac, +1 to hit with weapon attacks, and can use water breathing forms with a -1 to breathing point cost over the duration of this feature. But seeing as this feature requires the utmost concentration to use continuously, every turn the water breather wishes to keep this feature and its benefits going they must make a DC16 WIS save, additionally, they must repeat this save every time they are hit with any form of damage however the save is a little different in this case, being equal to 8+half damage taken (If the damage type is psychic the water breather must take disadvantage on said wisdom save) if the water breather is to fail then the features bonuses are lost until it is used again. At levels 7, and 10, all number values for this feature go up by 1 (excluding the DC for the wisdom save that needs to be made to hold concentration), meaning at level 7 the water breather would instead gain +2 to ac, +2 to hit with weapon attacks, and a -2 to breathing point costs (however this aspect of the feature caps out at a -2 to breathing point cost), and so on and so forth. This feature can be used once per long rest and costs the water breather's bonus action.

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