Water Caller (5e Class)

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Water Caller[edit]

Water swirls around you as you concentrate on your power. You are the sea and the sea is apart of you, you can crush your enemies beneath the immense pressure of the water or you can choose to bath them in your healing showers. The choice is up to you with this class, which utilizes the water around you or of which you can conjure to do your bidding.

Aqua Magic[edit]

Through study and training a Water Caller has honed their magic to help and heal all those around them. Drawing from a pool of water magic Water Callers can channel life through the water around them.

Creating a Water Caller[edit]

Quick Build


You can make a Water Caller quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom or Dexterity. Second, choose any background.

Class Features

As a Water Caller you gain the following class features.

Hit Points

Hit Dice: 1d8 per Water Caller level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Water Caller level after 1st

Proficiencies

Armor: Light armour, shields
Weapons: Simple melee weapons, martial melee weapons
Tools: Healer's kit
Saving Throws: Wisdom, Charisma
Skills: Medicine and choose 1 from Animal Handling, Investigation, Persuasion, Perception, Survival

Equipment

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

  • (a) a Trident or (b) a Spear or (c) a Javelin
  • (a) a component pouch or (b) an arcane focus
  • (a) explorer's pack or (b) priest's pack
  • leather armour, a trident, a healer’s kit and a net

Table: The Water Caller

Level Proficiency
Bonus
Features Cantrips known Spells known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Hydrolysis 2 2 2
2nd +2 Oasis's Blessing 2 3 3
3rd +2 Water Foundation 2 4 4 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 Otherworldy Image 3 6 4 3 2
6th +3 Water Nebula 3 7 4 3 3
7th +3 Water Foundation feature 3 8 4 3 3 1
8th +3 Ability Score Improvement, Protecting Waters 3 9 4 3 3 2
9th +4 Hydrolysis Protection 3 10 4 3 3 3 1
10th +4 Rising Tide, Water Foundation feature 4 11 4 3 3 3 2
11th +4 Tranquility 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement, Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 4 13 4 3 3 3 2 1 1
14th +5 Water Foundation feature 4 13 4 3 3 3 2 1 1
15th +5 Water Sphere 4 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Ability Score Improvement 4 14 4 3 3 3 2 1 1 1
17th +6 4 15 4 3 3 3 2 1 1 1 1
18th +6 Oceans Mastery - Harmony 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Aquatic Restoration 4 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

See chapter 10 for the general rules of spellcasting and below for the Water Callers spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the Water Callers spell list. You learn additional Water Caller cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Water Caller table.

Spell Slots

The Water Caller table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Water Caller spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell cure wounds and have a 1st level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Water Caller spell list. The Spells Known column of the Water Caller table shows when you learn more Water Caller spells of your choice Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Water Caller spells you know and replace it with another spell from the Water Caller spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Water Caller spells. Your power comes from training and studying. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Water Caller spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Water Caller spells.

Hydrolysis[edit]

You are blessed by the pure water of the heavens. At 1st level, Water begins circulating across your body as several streams of its own accord. The maximum amount of streams on you is equal to your Charisma Modifier. A stream evaporates when you use a spell.

As an action, you can use one stream to enhance any healing spell you use for 1d4.

After a long rest, and submerging yourself in water you restore all of your lost streams.

Oasis Blessing[edit]

Also, at 1st level, you can breathe in air as well as water.

Water Foundation Path[edit]

When you reach 3rd level, you determine your own foundation by choosing in which way you wish to influence the strings of fate. Tapping for the first time into deeper wells of knowledge and magic you choose your foundation. Your choice will grant you new skills at 3rd, 7th, 10th and 14th level.

Ability Score Increase[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.

Otherworldly image[edit]

At 5th level, your divine essence cause you to undergo a physical transformation. Apply a proficiency bonus to your charisma check if your proficiency bonus already applies to a Charisma check, double that bonus.

Water Nebula[edit]

Once you reach 6th level, you create a 10 ft sphere of water in front of you. Blocking incoming damage. You and those protected by the Water sphere gain resistance to ranged attacks. This spell requires Concentration for 1 minute or until spell is dropped.

Hydrolysis Protection[edit]

At 9th level, the stream that swirl around you now protect those around you. As a reaction, using 1d4 you can reduce the damage of an incoming attack to an ally within 30ft of you.

Rising Tide[edit]

At 10th level, While near a body of water, you can summon a series of waves upon land. After doing such, all land within a 120 ft radius becomes flooded with water and is treated as difficult terrain for 1 hour. Creatures within this radius who are on the ground are all treated as drenched as well. Your mastery over water has granted you immunity to any adverse effects caused by this feature. You must take a short rest before using the main effect of this feature again.

Tranquility[edit]

Once you reach 11th level, those around you sense your connection to the oceanic waters and become open to restoration. Healing spells are increased by 1d4.

Water Sphere[edit]

At 15th level , your water sphere is more durable, ranged attacks towards you and those behind your sphere are now at disadvantage. This spell is concentration for 1 min or until dispelled.

Oceans Mastery - Harmony[edit]

When you reach 16th level, your connection to healing magic has become unrivaled. You can now cast Revivify once without the need for material components. Once you use this ability, you cannot use it again until you finish a long rest.

Aquatic Restoration[edit]

By 20th level, your blood becomes as restorative as your water, closing your wounds as soon as they open. The first time you are below half of your maximum hit points, you heal for 20 health points each round for 1 minute.

Water Foundation[edit]

Understanding how water magic is no mean feat and learning to ride the waves the ocean pours out is the key to unlocking more of your potential. You choose your own path that can change that of many others depending on your actions.

Song Of the Ocean[edit]

Your voice sings out into the depths of the ocean like a siren you vocally entrance your foes.

Revitalize

Upon choosing this Path at level 3 you gain the ability to 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 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, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Song Healing

At 7th level you learn to infuse your healing magic with your voice. A number of times equal to your charisma modifier, you can cause your voice to amplify and heal your allies within 30 feet for 2d4 healing every turn for 3 turns before your voice quiets. You cannot move or do any other action while singing.

Sonar

From level 10, twice per long rest as a reaction you can sing out and for one round your allies health cant fall below zero, the first attack that would take them below zero would instead cause them to have one health. Once the round is over they take damage as normal.

Transcendent Song

Once you reach level 18, your voice transcends material limits and as an action, you can choose up to 3 allies within 60ft who you can see and can hear you. For the next minute, they can add your Charisma modifier (minimum of 1) to their attack rolls and saving throws. You may designate yourself as an ally for this ability if you so choose.

Oceanic Power[edit]

The ocean gives you boons and power to triumph against all odds.

Water Strike

Starting at 2nd level, as a bonus action, you may drench an ally within 30ft empowering their strikes. The affected creature may add 1d6 radiant or necrotic damage to one of its damage rolls every turn for 1 minute. This damage increases to 2d6 at 11th level and 3d6 at 17th level. You regain use of this trait after you finish a short or long rest.

Oceans Temper

Starting at 7th level, you may cast rainfall upon your allies, giving allies of your choice improved resilience in battle. As a bonus action, you may give all creatures of your choice within 30 feet of you advantage on saving throws against being frightened for 1 minute. You regain use of this feature after you finish a short or long rest.

Water Barrier

Starting at 10th level, you have learned how to draw oceanic energy to protect you from harm. Whenever you are damaged, you can use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn. You may use this feature three times, and you regain all uses of this feature at the end of a short or long rest.

Protector

Starting at 18th level, you may fortify a creature for a short period of time, vastly increasing the creature's hardiness. As a bonus action, you choose a creature within 30 feet of you, making the creature gain resistance to all damage until the start of your next turn. You regain use of this feature after you finish a short or long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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