Wave Controller (5e Class)

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Wave Controller[edit]

Position from the webtoon comic, Tower of God, made to be used in a campaign based around the setting of the comic. Can be used in other campaigns if allowed by DM.

Creating a Wave Controller[edit]

How did you learn to control Shinsu? Did you learn from a ranker or did you just have immense talent and figure it out on your own? Did you come from a great family who is known to have great prowess in controlling shinsu?

Quick Build

You can make a Wave Controller quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Disciple of the Obscure background if you aren't in a campaign based on ToG. Third, choose the Shinsu Baang and Blade Ward cantrips as well as the 1st level spell Reverse Flow Control.

Class Features

As a Wave Controller you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose any three

Equipment

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

  • a simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) component pouch or (b) arcane focus
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Wave Controller

Level Proficiency
Bonus
Martial Arts Features Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Shinsu Control 2 4 2
2nd +2 1d4 Martial Arts, Shinsu Armor 2 5 3
3rd +2 1d4 Shinsu Quality, Additional Position 2 6 4 2
4th +2 1d6 Ability Score Improvement, Deflect Missiles 3 7 4 3
5th +3 1d6 Position feature, 3 8 4 3 2
6th +3 1d6 Shinsu Quality 3 9 4 3 3
7th +3 1d6 Evasion 3 10 4 3 3 1
8th +3 1d6 Ability Score Improvement 3 11 4 3 3 2
9th +4 1d8 Shinsu resistance 3 12 4 3 3 3 1
10th +4 1d8 Position feature 4 12 4 3 3 3 2
11th +4 1d8 Shinsu Quality 4 13 4 3 3 3 2 1
12th +4 1d8 Ability Score Improvement 4 13 4 3 3 3 2 1
13th +5 1d8 4 14 4 3 3 3 2 1 1
14th +5 1d10 Position feature 4 14 4 3 3 3 2 1 1
15th +5 1d10 Timeless Body 4 15 4 3 3 3 2 1 1 1
16th +5 1d10 Ability Score Improvement, Shinsu Quality 5 15 4 3 3 3 2 1 1 1
17th +6 1d10 Shinsu resistance 5 16 4 3 3 3 2 1 1 1 1
18th +6 1d12 5 16 4 3 3 3 3 1 1 1 1
19th +6 1d12 Ability Score Improvement 5 16 4 3 3 3 3 2 1 1 1
20th +6 1d12 Shinsu Master 5 16 4 3 3 3 3 2 2 1 1

Shinsu Control[edit]

Spellcasting

Drawing on the innate connection that you have made with the shinsu, you can cast spells to shape the world around you. See chapter 10 of the PHB for the general rules of spellcasting and below to view the Wave Controller

Spell Slots

The table below shows how many spell slots you have. You regain all expended spell slots when you finish a long rest.

Cantrips

You know 2 cantrips from the wave controller spell list, detailed at the bottom of this page. You learn more cantrips as shown in the wave controller table above.

Spells Known of 1st and Higher

You know four 1st level spells of your choice from the Wave Controller spell list below.

When you gain a level in this class, you can choose to replace one wave controller spell you know for another of a spell level you can cast.

Spellcasting Ability

Wisdom is you spellcasting ability, as your knowledge of how to gather and use the shinsu around you enables you to cast spells.

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

Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your

Martial Arts[edit]

Starting at the 2nd level, you've learned to handle yourself in a close quarters fight. Your control over shinsu has enabled you to strengthen your body, making your unarmed strikes more powerful.

You gain the following benefits when unarmed and not wearing armor or wielding a shield:

- Unarmed strikes count as finesse weapons (if they weren't already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.

- You can use a d4 in place of the normal weapon damage dice with unarmed strikes. This die increases as you gain wave controller levels, as shown on the table above.

- When you use the Attack action with an unarmed strike on your turn, you may make one unarmed strike as a bonus action.

Shinsu Armor[edit]

Enhancing your body with shinsu has granted you a kind of natural armor.

Starting at the 2nd level, while wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Shinsu Quality[edit]

Choose one element: Acid, Fire, Ice(Cold), Lightning, Soul(necrotic), Poison, Rock(Bludgeoning) or Divine(radiant).

Starting at the 3rd level, when you make an unarmed strike or cast the Shinsu Baang cantrip, you may change the damage to the chosen type. This counts as magical damage in order to overcome resistance and immunity.

At 6th, 11th and 16th levels you can choose again. If you choose the same element twice, you deal an additional damage equal to your wisdom modifier of the chosen type on a hit.

At 11th level, this feature extends to all spells that you cast.

Additional Position[edit]

At 3rd level, you chose a position. Choose between Fisherman and Scout, both are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

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.

Deflect Missiles[edit]

Starting at the 4th level, you may use your reaction when you are kit by a ranged weapon attack to deflect or catch the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your wave controller level.

If you reduce the damage to 0 in this way, you can catch the missile if it is small enough for you to hold in one hand and you have a hand free.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or the fireball. 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 half damage if you fail.

Shinsu Resistance[edit]

At 9th level and again at 17th level, you gain resistance to one type of damage that you chose for the Shinsu Quality feature. If you choose the same element twice, you become immune to that damage type.

Timeless Body[edit]

At 15th level, you no longer age and you can't be aged magically. Additionally you can't die of old age and are immune to disease.

Shinsu Master[edit]

At 20th level, you can draw on your inner reserve of mystical power while entreating the administrator (your deity, if you aren't in a campaign based on ToG) to regain expended spell slots.

You can spend 1 minute entreating your the administrator (your deity, if you aren't in a campaign based on ToG) for aid to regain all our expended spell slots from your Shinsu Control feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Fisherman[edit]

A fisherman specializes in melee combat, using their inventory of weapons and items to take down their foes.

Frontliner

When you adopt this position at 3rd level, you gain proficiency with light armour, and you gain proficiency with one-handed swords. Your Martial arts feature applies to weapons that you are proficient with.

You also gain proficiency in the Intimidation skill if you don't already have it.

Melee Adept

Starting at 5th level, when you cast a spell, you can make one weapon attack or unarmed strike as a bonus action.

Reinforced Weapon

Beginning at 10th level, the effects of the Shinsu Quality feature extend to melee weapons that you are proficient in.

Advanced Reflexes

At 14th level, you gain additional reactions equal to your dexterity modifier. Additionally, if an enemy misses you with a melee attack, you can make an opportunity attack.

Scout[edit]

Scouts move ahead of the group for reconnaissance. They are generally pretty stealthy and evasive.

Cunning Action

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Reconnaissance

At 3rd level, your speed increases by 10 feet when you are not wearing armor or using a shield.

You also gain proficiency in the Investigation and Stealth skills if you don't already have them.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Reliable Talent

By 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Wave Controller Spell List[edit]

Cantrips

Shinsu Baang, Blade Ward, Prestidigitation, Lightning Lure, Mage Hand, Thunderclap, True Strike, Gust, Shape Water, Mending, Control Flames, Magic Stone

1st Level

Reverse Flow Control, Cure Wounds, Burning Hands, Inflict Wounds, Ice Knife, Thunderwave, Witch Bolt, Magic Missile, Feather Fall, Earth Tremor, Fog Cloud, Hellish Rebuke, Healing Word, Hex, Absorb Elements, Blue Shield (ToG), False Life, Entangle, Jump, Longstrider, Shield

2nd Level

Darkvision, Flaming Sphere, Hold Person, Moonbeam, Aganazzar S Scorcher, Knock, Levitate, Mirror Image, Misty Step, Shatter, Scorching Ray, Spiritual Weapon, Blur, Ray Of Enfeeblement, Dust Devil, Web, Invisibility

3rd Level

Water Breathing, Water Walk, Wind Wall, Elemental Weapon, Blink, Bestow Curse, Counterspell, Dispel Magic, Erupting Earth, Fireball, Fly, Haste, Lightning Bolt, Melf's Minute Meteors, Mass Healing Word, Remove Curse, Slow, Spirit Guardians, Wall Of Water, Vampiric Touch, Tidal Wave, Wall Of Sand, Call Lightning, Flare Wave Explosion

4th Level

Elemental Bane, Freedom Of Movement, Stone Shape, Wall Of Fire, Watery Sphere, Death Ward, Dimension Door, Ice Storm, Storm Sphere, Vitriolic Sphere, Wall Of Fire, Watery Sphere, Blight, Fire Shield, Otiluke's Resilient Sphere,

5th Level

Teleportation Circle, Cone Of Cold, Cloudkill, Immolation, Wall Of Force, Wall Of Stone, Geas, Hold Monster, Telekinesis, Conjure Volley, Maelstrom, Destructive Wave, Flame Strike

6th Level

True Seeing, Harm, Word Of Recall, Blade Barrier, Investiture Of Flame, Investiture Of Ice, Investiture Of Stone, Investiture Of Wind, Primordial Ward, Sunbeam, Wind Walk, Chain Lightning, Circle Of Death, Disintegrate, Globe Of Invulnerability, Otherworldly Form, Otiluke's Freezing Sphere, Wall Of Ice

7th Level

Delayed Blast Fireball, Finger Of Death, Mordenkainen's Sword, Prismatic Spray, Reverse Gravity, Regenerate, Simulacrum, Teleport, Whirlwind, Fire Storm,

8th Level

Power Word Stun, Antimagic Field, Earthquake, Sunburst, Tsunami, Incendiary Cloud, Abi Dalzim's Horrid Wilting

9th Level

Gate, Meteor Swarm, Power Word Kill, Time Stop, Storm Of Vengeance,

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Wave Controller class, you must meet these prerequisites: Dexterity 13 and Wisdom 13.

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