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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 Aquan Empowerment
- 1.2.5 Aquarian Magic
- 1.2.6 Oceanic Fluidity
- 1.2.7 Bliss of the Sea
- 1.2.8 Water Weaving
- 1.2.9 Tidal-Calling
- 1.2.10 Ability Score Increase
- 1.2.11 Water's Gift
- 1.2.12 Aquatic Grace
- 1.2.13 Elemental Embodiement
- 1.2.14 Secrets of the Deep
- 1.2.15 Endless Tides
- 2 Tempest Caller
- 3 Wave-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
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
|Aqurain Empowerment points||Features||Cantrips||—Spell Slots per Spell Level—|
|1st||+2||3||Aquarian Empowerment, Oceanic Fluidity, Bliss of the Sea||3||2||—||—||—||—||—||—||—||—|
|4th||+2||5||Ability Score Improvement||4||4||3||—||—||—||—||—||—||—|
|5th||+3||6||Water's Gift, Archetype Feature||4||4||3||2||—||—||—||—||—||—|
|8th||+3||9||Ability Score Improvement||4||4||3||3||2||—||—||—||—||—|
|11th||+4||12||Secrets of the Deep||5||4||3||3||3||2||1||—||—||—|
|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||—|
|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 Fingers of Frost 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.
Fingers of Frost
Casting Time: Bonus Action
Components: V, S
Duration: 1 Minute
You use your powers to beseech the elements of water to empower your abilities. When you deal damage with a ranged spell attack, you may deal an additional 1d4 cold damage and the target's movement is reduced by 10 ft.
At higher levels, the damage die increases by 1d4 at 5th level, 11th level, and 17th level.
Tide-Callers draw the power of water's strength to fuel their special features. Your abilities will cost varying amounts of Aquan Empowerment points depending on their power. As your power grows, you will be able to focus your Aquan Empowerment points into more powerful effects. Aquan Empowerment points are regained by taking a short rest or long rest.
At first level, you have 3 Aquan Empowerment points 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 Aquan Empowerment point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 Aquan Empowerment point 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 Empowerment points equal to the spell's level to target a second creature in range with the same spell (1 Empowerment point if the spell is a cantrip). To be eligible for Twin Seas, a spell must be incapable of targeting more than one creature at the spell's current level.
- Lasting Waves - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Empowerment point 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 Empowerment points 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 Empowerment point to cast it without any somatic or verbal components.
At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Your speed increases by 10 feet while you are not wearing armor or wielding a shield. You can also, take the Dash action as a bonus action.
Bliss of the Sea
At 1st level, you can regain some of your magical energy by sitting in meditation During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Tide-Caller level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level Tide-Caller, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
At 2nd level, your mastery over water continues to grow, you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is cold, and its damage die is a d4. Cold Damage dealt ignores resistance, and immunity is treated as resistance.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Empowermentpoint to make the special attack twice as a bonus action.
In addition, you learn the Shape Water cantrip, if you do not already know it. Shape Water can now summon water, the amount of water possible is enough to fill a normal sized canteen.
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 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.
Starting at 5th level, your connection with the water deepens, granting you the following benefits:
• You can breathe both air and water.
• You gain a swimming speed equal to your walking speed.
• You gain resistance to cold damage.
• You learn to speak and write Primordial.
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, you are blessed by the spirits of water, allowing you to avoid being charmed or frightened by elementals or fey, and you are immune to poison and disease. Also, moving through nonmagical difficult terrain costs you no extra movement. You can also walk on nonmagical ice (without slipping) and water.
Secrets of the Deep
Starting at 11th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as Tide-Caller spells for you and are included in the number in the Spells Known column of the Tide-Caller table.
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, control water|
|9th||mass cure wounds, greater restoration|
Wave Mender's Stance
When you choose this archetype at 3rd level, your water weaving damage die increases to a 1d8 as do your unarmed strikes and you can use your Wisdom modifier in place of Dex or Str. When making an attack, if you roll a critical hit, the damage dealt with the target splashes to an ally within 15ft healing them for that amount. You also critically hit on a 19 as well as a 20.
You enter an empowered state allowing your healing powers and mobility to excel. While in this stance you gain the following benefits, as long as you aren't wearing armor.
- Small torrents of healing water appear around you. Whenever you restore hit points to a creature, the torrents jump to another creature within 30 feet of your target and regain hit points equal to 1d8 + half your level in this class.
- You have an advantage on Dexterity Saving throw and Dexterity checks.
- Your healing abilities excel at cleansing harmful effect, while in Wave Mender Stance your healing spells remove 1 effect causing any of the following conditions: blinded, deafened, diseased, frightened, paralyzed, or poisoned.
You use a bonus action to go into the stance and can be dropped at any time (free action). You can use this feature up to 3 times before needing a long rest to use this feature again.
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 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.
- At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When making a ranged spell attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged spell attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Beginning at 6th level, you can invoke mystic power to protect you and your allies from harm. As a reaction, you create a whirling aurora of brilliant energy that swirls around you or an ally. Until the end of your or their next turn, you or they gain resistance to all damage, after you or their turn ends they gain temp hp based on your Wisdom Modifier.
You may this feature up to your Wisdom Modifier of time, before needing a long rest to use again.
Calm of the Sea
Starting at 10th level, You can cast mass cure wounds once for free without expending a spell slot. 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 can grant advantage on all attack rolls and saving throws to all creatures friendly to you within 15 feet of you until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier, regaining use upon finishing 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