My submission to the DM Category: an idea I kidnapped from Persona! Please let me know any feedback you have!
Optional Rule: Showtime Attacks
At the end of a long rest, up to two player characters can agree to plan a showtime attack. After one of those player characters rolls a natural 20 in combat before the next long rest, if the two characters are within 30 feet of each other, the two can agree to enact their plan. Interrupting the current turn, each character spends their reaction to unleash their showtime attack against an enemy. The enemy must be within 30 feet of both player characters.
Both player characters may immediately move up to their movement speed to any space of their choice, so long as it puts the chosen enemy within range of one of their weapon attacks or damage-dealing cantrips. Then, each player character involved acts as though they had taken the Attack action or cast a damage-dealing cantrip against the chosen enemy. No additional damage modifiers, such as Divine Smite or Sneak Attack, may be added to the damage of any attacks made as part of a showtime attack, though they may be flavored as such.
As long as at least one of the player characters damages the enemy, the attack is successful. A different showtime effect then occurs based on where the player characters are in relation to the enemy. Consult the chart, which presents which showtime attacks occur in which position, along with suggested names for these attacks.
The chart refers to PB for a number of dice. This is the players’ proficiency bonus. If they have different proficiency bonuses, use the higher one. It also deals damage. Allow the players to determine which attack deals the additional damage. Finally, the chart has showtime effects that may not work for some enemies. It is recommended that the effect be reduced in power, but not eliminated, should the enemy be atypical for, as an example, being pushed away.
Positioning
Showtime Effect
Both characters are not in the enemy’s melee range or within 5 feet of each other
Barrage. The target takes an additional PBd10 damage, and its speed is reduced to 0 until the end of its next turn.
One character is within the enemy’s melee range and the other is not, and is not within 5 feet of the first character
Made You Look. The target takes an additional PBd10 damage, and falls prone.
One character is within the enemy’s melee range and the other is not, and is within 5 feet of the first character
Give Me a Boost. The target takes an additional PBd10 damage, and the target is pushed 15 feet away from the character in the enemy’s melee range.
Both characters are not in the enemy’s melee range and are within 5 feet of each other
Twin Shot. The target takes an additional PBd12 damage.
Both characters are within the enemy’s melee range perpendicular one another
Pincer. The target takes an additional PBd10 damage, and the target can’t take reactions until the start of its next turn.
Both characters are within the enemy’s melee range opposite one another
Wombo Combo. The target takes an additional PBd12 damage.
Both characters are within the enemy’s melee range and are not perpendicular or opposite one another, and are not within 5 feet of each other
Bonebreaker. The target takes an additional PBd10 damage and has disadvantage on attack rolls until the end of its next turn.
Both characters are within the enemy’s melee range and are within 5 feet of each other
Lights Out. The target takes an additional PBd6 damage and is blinded until the end of its next turn.
Only one showtime attack can be performed per long rest. It is recommended that the same two players cannot perform a showtime attack twice in a row for the sake of allowing other players to shine.
Describing Showtime Attacks
Allow the players to describe the showtime attack in conjunction if possible, with knowledge of the showtime effect. This enables more creativity and player involvement. In time, the players may even give nicknames to their showtime attacks, and have this optional rule as another signature tool in their toolkit.
Creating Showtime Attacks
You or your players may feel that the showtime attacks provided are too limited. In this case, feel free to create and customize your own! This optional rule exists to aid in creativity and stylization, and if you or your players feel inspired to create your own, then by all means, do so!
She didn’t strike me as a character very combat-oriented at all, as an elderly fortune teller, which was why I was perplexed by the fact that she has 90 hit points and can deal about 90 damage in a single turn.
Under Additional Proficiencies, you simply say “Astrology Supplies”, when what it should say is “Madame Celestia has proficiency with astrologer’s supplies.”
Under Spellcasting, you always need to say what the to-hit on spell attacks is, whether or not she has any spells that make attacks. Additionally, you seem to have left a damage calculator for Spirit Guardians there, when such a thing is not needed and never included.
Otherwise, cool NPC!
She may be a li’l ol’ gobbo lady now, but she wasn’t always. 😉
I did it that way both to mirror the lists after Saving Throws, Skills, Damage Resistance, etc. above, and to save space, but I can add those extra words in.
I never understood why WotC includes such useless information in a statblock. I mean, if there are no spells that require attack rolls, why waste space telling us what their spell attack bonus is? It makes no sense. But I can include that if you think it’s important.
I know that WotC doesn’t include the damage calculator for spells in the statblocks, and I understand why as it would get crowded on statblocks with lots of damage dealing spells. However I kinda wish they would as it would be way more convenient for me at least as a DM so I wouldn’t have to go looking that up every time. I frequently find myself not using some spells simply to save myself the trouble of having to look that stuff up. I included it here for the convenience of whomever uses this statblock to save them the trouble. Call it a “Sposta Upgrade.”
If they don't have anything to do with the ocean then they don't fit the theme, but you might be able to make a few minor changes to make it fit.
All right, thanks. I'll look at 'em and figure something out.
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Join the Competition of the Finest 'Brews XIX!(Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
I'll build my submission for the PC category here. I imagined this as a water-based preserver cleric for the Dark Sun setting. This is not yet complete.
River Domain
3RD LEVEL: CALL RIVER SPIRITS
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to call forth river spirits to influence the world around you. The spirits appear as an incorporeal wellspring of fresh water in a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object.
When a spell you cast with a spell slot restores Hit Points to a creature within the aura, each creature of your choice in the aura also regains Hit Points equal to your Wisdom modifier (minimum 1 hit point), and you can create one of the following effects:
A 5-foot-radius cloud of mist surrounds the target that lasts until the start of your next turn. The mist heavily obscures its area.
The creature gains 1d8 Temporary Hit Points.
The creature has advantage on all saving throws until the start of your next turn.
As a Bonus Action, you can move the spirit up to 30 feet to a point you can see. The spirit persists for 1 minute or until you’re Incapacitated.
3RD LEVEL: DOMAIN SPELLS Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the River Domain Spells table, you thereafter always have the listed spells prepared.
At the end of a Long Rest you can touch one vial of water and cause it to become Holy Water. Additionally, you learn the Shape Water Cantrip, which doesn’t count against the number of Cleric Cantrips you know.
6TH LEVEL: DANCE OF THE RIVER
You can use a Bonus Action to call on the spirits to shift your allies. Each creature of your choice within the aura of your River Spirits can use its Reaction to move up to half its speed without provoking Opportunity Attacks.
17TH: BREATH OF THE SPIRITS
Your River Spirits surround your allies in an shroud of protective mist. The area within the aura of your River Spirits is Lightly Obscured. In addition, each creature of your choice within the aura has resistance to Cold and Poison damage, and is immune to the Poisoned condition.You can disperse or restore the mist as a Bonus Action
She didn’t strike me as a character very combat-oriented at all, as an elderly fortune teller, which was why I was perplexed by the fact that she has 90 hit points and can deal about 90 damage in a single turn.
Under Additional Proficiencies, you simply say “Astrology Supplies”, when what it should say is “Madame Celestia has proficiency with astrologer’s supplies.”
Under Spellcasting, you always need to say what the to-hit on spell attacks is, whether or not she has any spells that make attacks. Additionally, you seem to have left a damage calculator for Spirit Guardians there, when such a thing is not needed and never included.
Otherwise, cool NPC!
Miles, turns out that’s incorrect. If you look at the abjurer wizard from MotM it only lists the spell save DC and not a superfluous and unnecessary spell attack bonus since it has no spells that require attack rolls. Under the newer format I was right to omit it from Madam Celestia.
She didn’t strike me as a character very combat-oriented at all, as an elderly fortune teller, which was why I was perplexed by the fact that she has 90 hit points and can deal about 90 damage in a single turn.
Under Additional Proficiencies, you simply say “Astrology Supplies”, when what it should say is “Madame Celestia has proficiency with astrologer’s supplies.”
Under Spellcasting, you always need to say what the to-hit on spell attacks is, whether or not she has any spells that make attacks. Additionally, you seem to have left a damage calculator for Spirit Guardians there, when such a thing is not needed and never included.
Otherwise, cool NPC!
Miles, turns out that’s incorrect. If you look at the abjurer wizard from MotM it only lists the spell save DC and not a superfluous and unnecessary spell attack bonus since it has no spells that require attack rolls. Under the newer format I was right to omit it from Madam Celestia.
This is a rather small dungeon set within a tower owned by a dead, yet rather famous Astrologer that locals tend to describe as a recluse in the late stages of his life. The party could be looking for something star related, or might just be a fan. The first room is rather messy, scrolls and books laid all over the tables and floor, all covered in a fine layer of dust. Theres a staircase leading to an equally messy bedroom. A quick DC 10 perception check would reveal a silver door hidden behind a pair of bookshelves. Engraved into it is a depiction of the sun and a crescent moon overlapping with 6 lines of 4 planets (as an example, mars, earth, Jupiter, Uranus, but you can use ones in your setting) in a straight line towards it. Pressing this symbol would cause the door to unlock, revealing a downward staircase. The door remains open until a player closes it
At the bottom of these stairs is a large circular room with a sun shaped table in the center. Hanging above it is a crescent moon. The floor has the symbols of deities in 6 straight lines of 4 facing the table. This same pattern can be found on the table. You can move the symbols on the table in a circular path, which then moves the ones on the floor.
If the players succeed a DC 15 perception check in the first room, they would find a scroll that wouldn’t be covered in as much dust as the others, as if it had been moved recently. Written on it is a diagram associating planets like the one on the door to the same deity symbols in the hidden room.
Using the scroll, the players are to line the deity symbols the same as the door shows. Doing so causes the crescent moon to lower, revealing an item the party would find of interest.
Quick question: I planned on making a shark based race for the player option does it fit the theme simply because it's aquatic or does it have need more (sorry if this is a stupid question just didn't wanna finish it and then it end up not fitting the prompt)
Quick question: I planned on making a shark based race for the player option does it fit the theme simply because it's aquatic or does it have need more (sorry if this is a stupid question just didn't wanna finish it and then it end up not fitting the prompt)
Considering one of the examples has someone developing aquatic features, I think it’s good.
Story (General): Both of these creatures were once Good and were best friends (or lovers). However, the dragon ventured into a cursed land to save those trapped there but became cursed in the attempt. The dragon returned to their friend the priest for a cure, however no matter what the priest tried they failed to cure the dragon turning to more and more evil methods the more desperate they became and eventually made a pact with a dark entity so that they and the dragon could be together forever.
Story (Specific): Bjorath the Bronze was an Ancient Bronze Dragon who ruled over the city of Mijoulan. Renier Northwind was his chief cleric and close advisor. The two were very close, having each saved each other's life while fighting against an incursion of Shar's armies decades ago. However, Shar would not take defeat lightly, and send her remaining followers to place a curse on the lands around Mijoulan destroying the food and water supplies. Bjorath and Renier once again left to fight back, but it was a trap, and Bjorath was struck by a terrible curse, weakening him. Renier saved his friend but was forced to retreat. Renier tried everything to save Bjorath from the curse, but to no avail and the curse turned Bjorath into a cruel tyrant lording over Mijoulan. As Renier became more and more desperate, he turned to darker and darker magicks looking for a cure, eventually turning to the demon lord Graz'zt who promised to allow Renier to enter Bjorath to fight the curse directly in exchange for Renier's loyalty and obedience. Renier agreed, becoming one of Graz'zt's chief lieutenants, however Renier discovered will he could fight Bjorath's curse he still could never free him of it. Renier became bitter and angry at Graz'zt's deception but still bound by his deal to serve the demon lord, and even forced to open a Gate to the Abyss allowing demons to overrun Mijoulan....
Climbable. The shadow-cursed dragon can be climbed on by Medium or smaller sized creatures, such creatures attempt to grapple the shadow-cursed dragon by making a Dexterity (Athletics) check contested by the shadow-cursed dragon's Dexterity (Acrobatics) check. The shadow-cursed dragon can only attack creatures climbing on it with its Breath Weapon or its Tail, and has disadvantage on these attacks. Attacks by the creature climbing on the dragon are made with advantage.
Frightful Presence. When a creature moves within 120 ft of the dragon and can see or hear it, they must succeed on a DC 14 Wisdom saving throw or become frightened of the dragon. Frightened creatures repeat the save at the end of each turn ending the effect on a success. If the creature succeed on the save, they are immune to this dragons Frightful Presence for 24 hours.
Cursed. The shadow-cursed dragon falls at the end of its turn if it ends its turn aloft.
Actions
Multiattack. The shadow-cursed dragon makes one attack with its bite, and two with its claws; the dragon can replace the bite attack with an attack with its tail.
Bite.Melee Weapon Attack. +9 to hit, reach 10 ft, Hit: 11 (1d12+5) piercing damage plus 7 (2d6) necrotic damage, the target must succeed on a DC 19 Constitution saving throw, on a failure they have disadvantage on attacks, ability checks and saving throws using Strength until the end of their next turn.
Tail. Melee Weapon Attack. +9 to hit, reach 15 ft. Hit: 18 (3d8+5) bludgeoning damage.
Breath Weapon (recharge 5-6) The dragon exhales shadow energy in a 60 ft cone, each creature in the area must make a DC 19 Constitution saving throw, on a failure they take 40 (8d8) necrotic damage and have disadvantage on attack rolls, ability checks and saving throws using Strength until the end of their next turn, or take half as much damage on a success.
Legendary Actions
The dragon can take 3 legendary actions choosing from the options below. Only one action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of each of its turns.
Tail Attack the dragon attacks with its Tail. Claw Swipe the dragon attacks with its Claws Take Off (2 Actions) the dragon takes off and flies up to half its fly speed, creatures within 5ft of the dragon must succeed on a DC 14 Strength saving throw taking 18 (3d8+5) bludgeoning damage and being knocked prone on a failure, or half as much damage on a success. A creature climbing on the dragon that fails this save falls off of it.
Corrupted Priest Medium Undead, Chaotic Evil (CR 15)
STR 8 (-1) DEX 14 (+2) CON 13 (+1) INT 18 (+4) WIS 22 (+6) CHA 14 (+2)
Saving Throws: Wis +10, Cha +6 Vulnerabilities: necrotic, bludgeoning Resistance: fire, cold, lightning Immunities: radiant Condition Immunities: charmed, frightened, petrified, exhaustion, prone, unconscious, grappled, restrained Senses: 60 ft Darkvision, Passive Perception 16 Languages: Common, Draconic, Deep Speech
Legendary Resistance (3/Day) If the corrupted priest fails a saving throw, it can choose to succeed instead.
Spellcasting. The corrupted priest is a 16th level spellcaster, its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The corrupted priest knows the following spells:
Possession (recharge 6) The corrupted priest possesses one willing or unconscious or dead creature within 30 ft of it. The target gains 200 temporary hit points, and is restore to life at 1 hp if it was dead or at 0 hit points. While possessing the creature, the corrupted priest cannot be targeted or affected by any thing, and is incapacitated and regains 25 hit points at the start of each of its turns. The possessed creature shares the corrupted priest's legendary resistances and spellcasting feature and is controlled by the corrupted priest. The possession ends when the target no longer has the temporary hit points granted by this ability, or is unconscious or dies. Do not roll to recharge this ability while the corrupted priest is possessing another creature.
Sacred FlameRanged Spell 60 ft range. one target. The target must succeed on a DC 18 Dexterity saving throw taking 20 (3d8+6) radiant damage on a failure.
Toll the Dead Ranged Spell 60 ft range. one target. The target must succeed on a DC 18 Wisdom saving throw taking 20 (3d8+6) necrotic damage or 26 (3d12+6) if it is below its hit point maximum on a failure.
Chill TouchRanged Spell Attack +10 to hit. 120 ft range. Hit: 20 (3d8+6) necrotic damage, and the target cannot regain hit points until the end of the corrupted priest's next turn.
Bonus Actions
Radiant StarRanged Spell Attack +10 to hit, 120 ft range. Hit: 26 (4d12) radiant damage.
Legendary Actions
The priest can take 3 legendary actions choosing from the options below. Only one action can be used at a time and only at the end of another creature's turn. The priest regains spent legendary actions at the start of each of its turns.
Teleport the priest vanishes and reappears up to 30 ft away at a location it could see. Cantrip the priest casts a cantrip. Cast Spell (2 Actions) the priest casts a spell of 3th level or lower.
They are meant to be considered in association with their mounts as a unit that is greater than the individuals. The tooltips attached to those statblocks link to the MotM versions of those monsters used as mounts. If you don’t have access to that resource, here are the associated statblocks one spoiler below for your reference:
Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Actions
Multiattack. The kruthik makes two Stab or Spike attacks.
Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Description
It takes six months of steady eating for a young kruthik to reach adult size. The natural life span of an adult kruthik is roughly seven years.
Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.
Kruthiks
Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.
Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.
Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.
Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The kruthik makes two Stab or Spike attacks..
Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Spike. Ranged Weapon Attack:+6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Acid Spray (Recharge 5–6). The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.
Description
A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards.
A bronze spear, engraved with markings depicting broken shields. It vibrates at all times, but does so more violently in battle, eager to pierce the defenses of its foes.
The spear has the statistics of a +3 spear, except that the range is 20/150 feet when thrown. It deals an additional 2d6 piercing damage if the target has an AC equal to or greater than 20. If this spear hits a creature with a non-magical shield equipped, the spear deals an accumulative -1 to the AC of the shield. If the AC from the shield is reduced to 0, the shield is destroyed and becomes unusable. magical shields do not break when the AC is reduced to 0, but require a mending spell or similar magic in order to return them to normal. If a creature attempts to use the shield spell in order to defend themselves, they must succeed on a DC 16 Wisdom (Arcana) saving throw or lose the ability to cast shield for 1d4 rounds. On a success, the shield spell is simply dispelled. Every time that either of these effects take place, another broken shield appears on the spear.
SHIELD OF IMMOVABILITY
Armor, Artifact
A bronze one handed shield with a spade-like base. The back of the shield has a number of small indents shaped like broken spears. The shield hums almost too quiet to notice, but grows in volume while in combat. The shield grants a +5 bonus to AC and resistance to non-magical piercing damage. When hit with a non-magical spear, the spear deals no damage and suffers an accumulative -1 penalty to its to hit, to a maximum of -5, at which point the spear breaks. Magical spears also suffer this effect, but can be fixed with a mending spell. Every time that a spear is broken in this way, another indent appears on the shield. If the creature wielding the shield of immobility chooses not to move on their turn, they gain immunity to piercing damage of any kind.
These two artifacts were playthings of the gods, often placed on opposing sides of battlefields so that they could place bets on the outcome. Attempting to wield both of them at the same time forces you to make a strength and constitution check. If the strength check is higher, the shield vanishes, entering the hands of the creature that you hate the most. If the constitution check is higher, the spear vanishes in the same way. If they are evenly matched, they both vanish, going to two random places in the multiverse as per the DM's decision.
If at any point a creature uses the spear against the shield, both are completely and forever destroyed in an explosion functionally identical to a ninth level fireball spell centered on where the spear hit.
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Babies born aboard ships far at sea, or those of aquatic races born near portals to the plane of water frequently exhibit magical powers over water, becoming hydromancers. Hydromancers are highly sought after by long-distance sailing captains to increase the speed and safety of their ships. Others find themselves drawn to the water in other ways perhaps excelling in water sports or helping locate wells or managing rivers and lakes.
Hydromancer Spells
You learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
SORCERER LEVEL
SPELLS
1st
fog cloud, create or destroy water, shape water
3rd
acid arrow, blur
5th
slow, tidal wave
7th
control water, watery sphere
9th
maelstrom, arcane hand
Aquatic Adaptation 1st level Hydromancer feature
You gain a swim speed equal to your walking speed and can breath in water. If you already have a swim speed increase the speed by 10 ft. In addition, you can use any source of water that you can touch as a spellcasting focus.
Geyser 1st level Hydromancer feature
When you cast a sorcerer spell of 1st level or higher, you can choose up to one creature targeted by the spell. A geyser of water erupts beneath their feet, and they must make a Dexterity saving throw against your spell DC, on a failure they are thrust 10 ft upwards (or 20 ft upwards if they are completely submerged in water).
Water Walker 6th level Hydromancer feature
You can cast Water Breathing and Water Walk at will. While standing in or on water, you can apply the Distant Spell metamagic to any sorcerer spell you cast even if you don't know the Distant spell metamagic - this costs 1 SP as normal.
You gain resistance to one damage type of your choice from: acid, cold, lightning, or thunder, you choose the damage type when you gain this feature.
Burst of Water 14th level Hydromancer feature
When you are hit by a melee attack, you erupt in a burst of water, each creature within 5ft of you takes 2d8 magical bludgeoning damage and must make a Strength saving throw against your spell DC or be pushed 10 ft away from you.
Tsunami 18th level Hydromancer feature
You learn the Tsunami spell, it counts as a sorcerer spell for you. You can cast it as a single action instead of it's normal casting time.
My submission to the DM Category: an idea I kidnapped from Persona! Please let me know any feedback you have!
Optional Rule: Showtime Attacks
At the end of a long rest, up to two player characters can agree to plan a showtime attack. After one of those player characters rolls a natural 20 in combat before the next long rest, if the two characters are within 30 feet of each other, the two can agree to enact their plan. Interrupting the current turn, each character spends their reaction to unleash their showtime attack against an enemy. The enemy must be within 30 feet of both player characters.
Both player characters may immediately move up to their movement speed to any space of their choice, so long as it puts the chosen enemy within range of one of their weapon attacks or damage-dealing cantrips. Then, each player character involved acts as though they had taken the Attack action or cast a damage-dealing cantrip against the chosen enemy. No additional damage modifiers, such as Divine Smite or Sneak Attack, may be added to the damage of any attacks made as part of a showtime attack, though they may be flavored as such.
As long as at least one of the player characters damages the enemy, the attack is successful. A different showtime effect then occurs based on where the player characters are in relation to the enemy. Consult the chart, which presents which showtime attacks occur in which position, along with suggested names for these attacks.
The chart refers to PB for a number of dice. This is the players’ proficiency bonus. If they have different proficiency bonuses, use the higher one. It also deals damage. Allow the players to determine which attack deals the additional damage. Finally, the chart has showtime effects that may not work for some enemies. It is recommended that the effect be reduced in power, but not eliminated, should the enemy be atypical for, as an example, being pushed away.
Positioning
Showtime Effect
Both characters are not in the enemy’s melee range or within 5 feet of each other
Barrage. The target takes an additional PBd10 damage, and its speed is reduced to 0 until the end of its next turn.
One character is within the enemy’s melee range and the other is not, and is not within 5 feet of the first character
Made You Look. The target takes an additional PBd10 damage, and falls prone.
One character is within the enemy’s melee range and the other is not, and is within 5 feet of the first character
Give Me a Boost. The target takes an additional PBd10 damage, and the target is pushed 15 feet away from the character in the enemy’s melee range.
Both characters are not in the enemy’s melee range and are within 5 feet of each other
Twin Shot. The target takes an additional PBd12 damage.
Both characters are within the enemy’s melee range perpendicular one another
Pincer. The target takes an additional PBd10 damage, and the target can’t take reactions until the start of its next turn.
Both characters are within the enemy’s melee range opposite one another
Wombo Combo. The target takes an additional PBd12 damage.
Both characters are within the enemy’s melee range and are not perpendicular or opposite one another, and are not within 5 feet of each other
Bonebreaker. The target takes an additional PBd10 damage and has disadvantage on attack rolls until the end of its next turn.
Both characters are within the enemy’s melee range and are within 5 feet of each other
Lights Out. The target takes an additional PBd6 damage and is blinded until the end of its next turn.
Only one showtime attack can be performed per long rest. It is recommended that the same two players cannot perform a showtime attack twice in a row for the sake of allowing other players to shine.
Describing Showtime Attacks
Allow the players to describe the showtime attack in conjunction if possible, with knowledge of the showtime effect. This enables more creativity and player involvement. In time, the players may even give nicknames to their showtime attacks, and have this optional rule as another signature tool in their toolkit.
Creating Showtime Attacks
You or your players may feel that the showtime attacks provided are too limited. In this case, feel free to create and customize your own! This optional rule exists to aid in creativity and stylization, and if you or your players feel inspired to create your own, then by all means, do so!
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My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
She may be a li’l ol’ gobbo lady now, but she wasn’t always. 😉
I did it that way both to mirror the lists after Saving Throws, Skills, Damage Resistance, etc. above, and to save space, but I can add those extra words in.
I never understood why WotC includes such useless information in a statblock. I mean, if there are no spells that require attack rolls, why waste space telling us what their spell attack bonus is? It makes no sense. But I can include that if you think it’s important.
I know that WotC doesn’t include the damage calculator for spells in the statblocks, and I understand why as it would get crowded on statblocks with lots of damage dealing spells. However I kinda wish they would as it would be way more convenient for me at least as a DM so I wouldn’t have to go looking that up every time. I frequently find myself not using some spells simply to save myself the trouble of having to look that stuff up. I included it here for the convenience of whomever uses this statblock to save them the trouble. Call it a “Sposta Upgrade.”
Thanks!!
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All right, thanks. I'll look at 'em and figure something out.
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Here’s the updated version of Madam Celestia. Better?
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I'll build my submission for the PC category here. I imagined this as a water-based preserver cleric for the Dark Sun setting. This is not yet complete.
River Domain
3RD LEVEL: CALL RIVER SPIRITS
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to call forth river spirits to influence the world around you. The spirits appear as an incorporeal wellspring of fresh water in a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object.
When a spell you cast with a spell slot restores Hit Points to a creature within the aura, each creature of your choice in the aura also regains Hit Points equal to your Wisdom modifier (minimum 1 hit point), and you can create one of the following effects:
As a Bonus Action, you can move the spirit up to 30 feet to a point you can see. The spirit persists for 1 minute or until you’re Incapacitated.
3RD LEVEL: DOMAIN SPELLS
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the River Domain Spells table, you thereafter always have the listed spells prepared.
RIVER DOMAIN SPELLS
Cleric Level
Prepared Spells
3RD LEVEL: SACRED SPRING
At the end of a Long Rest you can touch one vial of water and cause it to become Holy Water. Additionally, you learn the Shape Water Cantrip, which doesn’t count against the number of Cleric Cantrips you know.
6TH LEVEL: DANCE OF THE RIVER
You can use a Bonus Action to call on the spirits to shift your allies. Each creature of your choice within the aura of your River Spirits can use its Reaction to move up to half its speed without provoking Opportunity Attacks.
17TH: BREATH OF THE SPIRITS
Your River Spirits surround your allies in an shroud of protective mist. The area within the aura of your River Spirits is Lightly Obscured. In addition, each creature of your choice within the aura has resistance to Cold and Poison damage, and is immune to the Poisoned condition.You can disperse or restore the mist as a Bonus Action
Miles, turns out that’s incorrect. If you look at the abjurer wizard from MotM it only lists the spell save DC and not a superfluous and unnecessary spell attack bonus since it has no spells that require attack rolls. Under the newer format I was right to omit it from Madam Celestia.
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Huh. Ok
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Interactive Options: Star Light, Star Bright
The Astrologers Plight
This is a rather small dungeon set within a tower owned by a dead, yet rather famous Astrologer that locals tend to describe as a recluse in the late stages of his life. The party could be looking for something star related, or might just be a fan. The first room is rather messy, scrolls and books laid all over the tables and floor, all covered in a fine layer of dust. Theres a staircase leading to an equally messy bedroom. A quick DC 10 perception check would reveal a silver door hidden behind a pair of bookshelves. Engraved into it is a depiction of the sun and a crescent moon overlapping with 6 lines of 4 planets (as an example, mars, earth, Jupiter, Uranus, but you can use ones in your setting) in a straight line towards it. Pressing this symbol would cause the door to unlock, revealing a downward staircase. The door remains open until a player closes it
At the bottom of these stairs is a large circular room with a sun shaped table in the center. Hanging above it is a crescent moon. The floor has the symbols of deities in 6 straight lines of 4 facing the table. This same pattern can be found on the table. You can move the symbols on the table in a circular path, which then moves the ones on the floor.
If the players succeed a DC 15 perception check in the first room, they would find a scroll that wouldn’t be covered in as much dust as the others, as if it had been moved recently. Written on it is a diagram associating planets like the one on the door to the same deity symbols in the hidden room.
Using the scroll, the players are to line the deity symbols the same as the door shows. Doing so causes the crescent moon to lower, revealing an item the party would find of interest.
open to feedback
Hi, I’m DrakenBrine, here’s my Sig and characters
Quick question: I planned on making a shark based race for the player option does it fit the theme simply because it's aquatic or does it have need more (sorry if this is a stupid question just didn't wanna finish it and then it end up not fitting the prompt)
PM me TOMATO let the games begin
Thomas the train
Our Friend Bob
That is my oh so glorious nickname according to drummer
https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/173323-barbarian-wars
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A shark based race fits the theme
Considering one of the examples has someone developing aquatic features, I think it’s good.
Hi, I’m DrakenBrine, here’s my Sig and characters
Wow, lots of races for the Players’ Options category this time.
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I think its because they don't want to do a water spell, thinking it'll score low on creativity. Just a thought.
Hi, I’m DrakenBrine, here’s my Sig and characters
DM Options: Dynamic Duo
Story (General): Both of these creatures were once Good and were best friends (or lovers). However, the dragon ventured into a cursed land to save those trapped there but became cursed in the attempt. The dragon returned to their friend the priest for a cure, however no matter what the priest tried they failed to cure the dragon turning to more and more evil methods the more desperate they became and eventually made a pact with a dark entity so that they and the dragon could be together forever.
Story (Specific): Bjorath the Bronze was an Ancient Bronze Dragon who ruled over the city of Mijoulan. Renier Northwind was his chief cleric and close advisor. The two were very close, having each saved each other's life while fighting against an incursion of Shar's armies decades ago. However, Shar would not take defeat lightly, and send her remaining followers to place a curse on the lands around Mijoulan destroying the food and water supplies. Bjorath and Renier once again left to fight back, but it was a trap, and Bjorath was struck by a terrible curse, weakening him. Renier saved his friend but was forced to retreat. Renier tried everything to save Bjorath from the curse, but to no avail and the curse turned Bjorath into a cruel tyrant lording over Mijoulan. As Renier became more and more desperate, he turned to darker and darker magicks looking for a cure, eventually turning to the demon lord Graz'zt who promised to allow Renier to enter Bjorath to fight the curse directly in exchange for Renier's loyalty and obedience. Renier agreed, becoming one of Graz'zt's chief lieutenants, however Renier discovered will he could fight Bjorath's curse he still could never free him of it. Renier became bitter and angry at Graz'zt's deception but still bound by his deal to serve the demon lord, and even forced to open a Gate to the Abyss allowing demons to overrun Mijoulan....
Shadow-Cursed Dragon
Huge Dragon, Lawful Evil (CR 10)
AC: 17 (Natural Armour), HP: 220 (12d12+84)
Speed: 40ft, 60ft fly
STR 21 (+5) DEX 10 (+0) CON 18 (+4) INT 15 (+2) WIS 16 (+3) CHA 18 (+4)
Saving Throws: Str +8, Dex +4, Cha +8
Vulnerabilities: radiant, fire
Resistance: cold, thunder, lightning
Immunities: necrotic, poison
Condition Immunities: poisoned, petrified, paralyzed
Senses: 30 ft Blindsight, Passive Perception 13
Languages: Draconic
Climbable. The shadow-cursed dragon can be climbed on by Medium or smaller sized creatures, such creatures attempt to grapple the shadow-cursed dragon by making a Dexterity (Athletics) check contested by the shadow-cursed dragon's Dexterity (Acrobatics) check. The shadow-cursed dragon can only attack creatures climbing on it with its Breath Weapon or its Tail, and has disadvantage on these attacks. Attacks by the creature climbing on the dragon are made with advantage.
Frightful Presence. When a creature moves within 120 ft of the dragon and can see or hear it, they must succeed on a DC 14 Wisdom saving throw or become frightened of the dragon. Frightened creatures repeat the save at the end of each turn ending the effect on a success. If the creature succeed on the save, they are immune to this dragons Frightful Presence for 24 hours.
Cursed. The shadow-cursed dragon falls at the end of its turn if it ends its turn aloft.
Actions
Multiattack. The shadow-cursed dragon makes one attack with its bite, and two with its claws; the dragon can replace the bite attack with an attack with its tail.
Bite. Melee Weapon Attack. +9 to hit, reach 10 ft, Hit: 11 (1d12+5) piercing damage plus 7 (2d6) necrotic damage, the target must succeed on a DC 19 Constitution saving throw, on a failure they have disadvantage on attacks, ability checks and saving throws using Strength until the end of their next turn.
Claw. Melee Weapon Attack. +9 to hit, reach 5ft, Hit: 12 (2d6+5) slashing damage.
Tail. Melee Weapon Attack. +9 to hit, reach 15 ft. Hit: 18 (3d8+5) bludgeoning damage.
Breath Weapon (recharge 5-6) The dragon exhales shadow energy in a 60 ft cone, each creature in the area must make a DC 19 Constitution saving throw, on a failure they take 40 (8d8) necrotic damage and have disadvantage on attack rolls, ability checks and saving throws using Strength until the end of their next turn, or take half as much damage on a success.
Legendary Actions
The dragon can take 3 legendary actions choosing from the options below. Only one action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of each of its turns.
Tail Attack the dragon attacks with its Tail.
Claw Swipe the dragon attacks with its Claws
Take Off (2 Actions) the dragon takes off and flies up to half its fly speed, creatures within 5ft of the dragon must succeed on a DC 14 Strength saving throw taking 18 (3d8+5) bludgeoning damage and being knocked prone on a failure, or half as much damage on a success. A creature climbing on the dragon that fails this save falls off of it.
Corrupted Priest
Medium Undead, Chaotic Evil (CR 15)
AC: 15 (Mage Armour), HP: 143 (26d8+26)
Speed: 30ft, 30ft fly (hover)
STR 8 (-1) DEX 14 (+2) CON 13 (+1) INT 18 (+4) WIS 22 (+6) CHA 14 (+2)
Saving Throws: Wis +10, Cha +6
Vulnerabilities: necrotic, bludgeoning
Resistance: fire, cold, lightning
Immunities: radiant
Condition Immunities: charmed, frightened, petrified, exhaustion, prone, unconscious, grappled, restrained
Senses: 60 ft Darkvision, Passive Perception 16
Languages: Common, Draconic, Deep Speech
Legendary Resistance (3/Day) If the corrupted priest fails a saving throw, it can choose to succeed instead.
Spellcasting. The corrupted priest is a 16th level spellcaster, its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The corrupted priest knows the following spells:
Cantrips: toll the dead, sacred flame, chill touch (See Actions)
1st level (4 slots): sleep, shield
2nd level (3 slots): blindness/deafness, silence
3rd level (3 slots): fireball, slow
4th level (3 slots): sickening radiance, banishment
5th level (3 slots): maelestrom, cone of cold
6th level (1 slot): circle of death, globe of invulnerability
7th level (1 slot): whirlwind
8th level (1 slot): sunburst
Actions
Possession (recharge 6) The corrupted priest possesses one willing or unconscious or dead creature within 30 ft of it. The target gains 200 temporary hit points, and is restore to life at 1 hp if it was dead or at 0 hit points. While possessing the creature, the corrupted priest cannot be targeted or affected by any thing, and is incapacitated and regains 25 hit points at the start of each of its turns. The possessed creature shares the corrupted priest's legendary resistances and spellcasting feature and is controlled by the corrupted priest. The possession ends when the target no longer has the temporary hit points granted by this ability, or is unconscious or dies. Do not roll to recharge this ability while the corrupted priest is possessing another creature.
Sacred Flame Ranged Spell 60 ft range. one target. The target must succeed on a DC 18 Dexterity saving throw taking 20 (3d8+6) radiant damage on a failure.
Toll the Dead Ranged Spell 60 ft range. one target. The target must succeed on a DC 18 Wisdom saving throw taking 20 (3d8+6) necrotic damage or 26 (3d12+6) if it is below its hit point maximum on a failure.
Chill Touch Ranged Spell Attack +10 to hit. 120 ft range. Hit: 20 (3d8+6) necrotic damage, and the target cannot regain hit points until the end of the corrupted priest's next turn.
Bonus Actions
Radiant Star Ranged Spell Attack +10 to hit, 120 ft range. Hit: 26 (4d12) radiant damage.
Legendary Actions
The priest can take 3 legendary actions choosing from the options below. Only one action can be used at a time and only at the end of another creature's turn. The priest regains spent legendary actions at the start of each of its turns.Teleport the priest vanishes and reappears up to 30 ft away at a location it could see.
Cantrip the priest casts a cantrip.
Cast Spell (2 Actions) the priest casts a spell of 3th level or lower.
These two entries combined are my entry into the DM’s Options category:
They are meant to be considered in association with their mounts as a unit that is greater than the individuals. The tooltips attached to those statblocks link to the MotM versions of those monsters used as mounts. If you don’t have access to that resource, here are the associated statblocks one spoiler below for your reference:
Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Multiattack. The kruthik makes two Stab or Spike attacks.
Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Description
It takes six months of steady eating for a young kruthik to reach adult size. The natural life span of an adult kruthik is roughly seven years.
Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.
Kruthiks
Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.
Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.
Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.
Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Multiattack. The kruthik makes two Stab or Spike attacks..
Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Spike. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Acid Spray (Recharge 5–6). The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.
Description
A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards.
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Here's my entry for the DM's Option
SPEAR OF UNSTOPPABLE FORCE
Weapon, artifact
A bronze spear, engraved with markings depicting broken shields. It vibrates at all times, but does so more violently in battle, eager to pierce the defenses of its foes.
The spear has the statistics of a +3 spear, except that the range is 20/150 feet when thrown. It deals an additional 2d6 piercing damage if the target has an AC equal to or greater than 20. If this spear hits a creature with a non-magical shield equipped, the spear deals an accumulative -1 to the AC of the shield. If the AC from the shield is reduced to 0, the shield is destroyed and becomes unusable. magical shields do not break when the AC is reduced to 0, but require a mending spell or similar magic in order to return them to normal. If a creature attempts to use the shield spell in order to defend themselves, they must succeed on a DC 16 Wisdom (Arcana) saving throw or lose the ability to cast shield for 1d4 rounds. On a success, the shield spell is simply dispelled. Every time that either of these effects take place, another broken shield appears on the spear.
SHIELD OF IMMOVABILITY
Armor, Artifact
A bronze one handed shield with a spade-like base. The back of the shield has a number of small indents shaped like broken spears. The shield hums almost too quiet to notice, but grows in volume while in combat. The shield grants a +5 bonus to AC and resistance to non-magical piercing damage. When hit with a non-magical spear, the spear deals no damage and suffers an accumulative -1 penalty to its to hit, to a maximum of -5, at which point the spear breaks. Magical spears also suffer this effect, but can be fixed with a mending spell. Every time that a spear is broken in this way, another indent appears on the shield. If the creature wielding the shield of immobility chooses not to move on their turn, they gain immunity to piercing damage of any kind.
These two artifacts were playthings of the gods, often placed on opposing sides of battlefields so that they could place bets on the outcome. Attempting to wield both of them at the same time forces you to make a strength and constitution check. If the strength check is higher, the shield vanishes, entering the hands of the creature that you hate the most. If the constitution check is higher, the spear vanishes in the same way. If they are evenly matched, they both vanish, going to two random places in the multiverse as per the DM's decision.
If at any point a creature uses the spear against the shield, both are completely and forever destroyed in an explosion functionally identical to a ninth level fireball spell centered on where the spear hit.
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
Final week bump back to the front page
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I was working on something for the DM’s option but then most of my work got deleted. I might not be able to finish it in time.
Always two maybe three
That blows.
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Player Options: Tidal Forces
The Hydromancer - Sorcerer Subclass
Babies born aboard ships far at sea, or those of aquatic races born near portals to the plane of water frequently exhibit magical powers over water, becoming hydromancers. Hydromancers are highly sought after by long-distance sailing captains to increase the speed and safety of their ships. Others find themselves drawn to the water in other ways perhaps excelling in water sports or helping locate wells or managing rivers and lakes.
Hydromancer Spells
You learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Aquatic Adaptation
1st level Hydromancer feature
You gain a swim speed equal to your walking speed and can breath in water. If you already have a swim speed increase the speed by 10 ft. In addition, you can use any source of water that you can touch as a spellcasting focus.
Geyser
1st level Hydromancer feature
When you cast a sorcerer spell of 1st level or higher, you can choose up to one creature targeted by the spell. A geyser of water erupts beneath their feet, and they must make a Dexterity saving throw against your spell DC, on a failure they are thrust 10 ft upwards (or 20 ft upwards if they are completely submerged in water).
Water Walker
6th level Hydromancer feature
You can cast Water Breathing and Water Walk at will. While standing in or on water, you can apply the Distant Spell metamagic to any sorcerer spell you cast even if you don't know the Distant spell metamagic - this costs 1 SP as normal.
You gain resistance to one damage type of your choice from: acid, cold, lightning, or thunder, you choose the damage type when you gain this feature.
Burst of Water
14th level Hydromancer feature
When you are hit by a melee attack, you erupt in a burst of water, each creature within 5ft of you takes 2d8 magical bludgeoning damage and must make a Strength saving throw against your spell DC or be pushed 10 ft away from you.
Tsunami
18th level Hydromancer feature
You learn the Tsunami spell, it counts as a sorcerer spell for you. You can cast it as a single action instead of it's normal casting time.