Base Class: Fighter
🌊 The Riptide Warrior (Fighter Subclass)
As a Riptide Warrior, you are a demigod child of Poseidon, God of the Seas and Storms. You embody the relentless, crushing power of the ocean, blending martial discipline with your innate dominion over water to control the battlefield and sustain yourself.
Riptide Warrior Features
| Fighter Level | Feature |
| 3rd | Tidal Legacy, Embrace the Surge (Surge Points) |
| 7th | Fluid Movement |
| 10th | Voice of the Deep |
| 15th | Tide Lord's Dominion |
| 18th | Maelstrom's Fury |
Tidal Legacy (3rd Level)
You gain proficiency with the Trident (if you don't already have it). When you wield a trident, it counts as having the Thrown (30/90) property, and its damage dice increases to a d8 (or a d10 if wielded with two hands).
You also learn the Shape Water cantrip. The spellcasting ability for this cantrip and all spells and saving throws granted by this subclass is Constitution.
Embrace the Surge (3rd Level)
The sea's energy courses through your veins. You have a number of Surge Points equal to your Constitution modifier (minimum of 1). You regain all expended Surge Points when you finish a long rest.
You can spend Surge Points to use the following features:
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Crushing Tide (1 Surge Point): When you hit a creature with a weapon attack, you can use this feature to deal an extra 1d6 cold damage. If the target is standing on a body of water or is wet, the extra damage increases to 1d8
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Warding Current (1 Surge Point): As a bonus action, you can cloak yourself in swirling water. You gain a +2 bonus to your AC until the start of your next turn.
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🌊 Deep Renewal (1 Surge Point): As a bonus action, you touch a body of water or conjure a small flow of seawater around your hand. You or one creature you touch regains hit points equal to 1d6 + your Constitution modifier.
Fluid Movement (7th Level)
The element of water recognizes your heritage and aids your mobility.
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You gain a swimming speed equal to your walking speed.
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You can breathe air and water.
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You are always considered to be adapted to cold weather, as described in chapter 5 of the Dungeon Master’s Guide.
Voice of the Deep (10th Level)
Your voice carries the weight and inevitability of the tide.
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You gain the ability to cast the 3rd-level spell Tidal Wave once by spending 1 Surge Point. Constitution is your spellcasting ability for this spell. You regain the ability to do so after you finish a long rest.
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You gain proficiency in the Persuasion skill. If you are already proficient, you gain proficiency in the Intimidation skill instead.
Tide Lord's Dominion (15th Level)
You become a true master of the ocean's influence, able to control the flow of battle and repair your own form with ease.
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Relentless Mending (Passive Regeneration): If you are submerged in water or standing in a body of water (such as shallow water, a river, or a swamp), you regain hit points equal to your Constitution modifier (minimum of 1) at the start of each of your turns.
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Riptide Strike: When you hit a creature with a melee weapon attack, you can choose one of the following effects:
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Push: The target must succeed on a Strength saving throw (using your Spell Save DC) or be pushed up to 10 feet away from you.
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You can use the Riptide Strike portion of this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.
Storm Lord's Aegis (18th Level)
The full fury of Poseidon shields his favored child. When you use your Warding Current feature, the bonus to your AC increases to +4. Additionally, any creature that hits you with a melee attack while your Warding Current is active takes 2d6 lightning damage as the water sparks with tempest energy.
Maelstrom's Fury (20th Level)
At 20th level, you fully manifest your birthright, becoming an avatar of the sea's wrath.
As an action, you unleash the power of a localized maelstrom around yourself. The effect lasts for a number of rounds (turns) equal to your Constitution modifier (minimum of 1 rounds). While active, you gain the following benefits:
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Torrential Defense: The bonus granted by your Warding Current feature increases from +4 AC to +5 AC, and the lightning damage dealt to attackers increases to 4d6.
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Unstoppable Current: All creatures of your choice within 15 feet of you have their movement speed reduced to 0 for the duration unless they succeed on a Strength saving throw (using your Spell Save DC) at the start of each of their turns. Any creature that fails this save also suffers 2d10 bludgeoning damage as the water slams against them.
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Eternal Renewal: Your Relentless Mending (passive regeneration) feature is no longer conditional; you gain its benefit at the start of each of your turns for the duration, regardless of whether you are near water.
Once you use this feature, you cannot use it again until you finish a long rest.
Level 3: Tidal Legacy
You gain proficiency with the Trident (if you don't already have it). When you wield a trident, it counts as having the Thrown (30/90) property, and its damage dice increases to a d8 (or a d10 if wielded with two hands).
You also learn the Shape Water cantrip. The spellcasting ability for this cantrip and all spells granted by this subclass is Constitution.
Embrace the Surge (3rd Level)
The sea's energy courses through your veins. You have a number of Surge Points equal to your Constitution modifier (minimum of 1). You regain all expended Surge Points when you finish a long rest.
You can spend Surge Points to use the following features:
-
Crushing Tide (1 Surge Point): When you hit a creature with a weapon attack, you can use this feature to deal an extra 1d6 cold damage. If the target is standing on a body of water or is wet, the extra damage increases to 1d8
-
Warding Current (1 Surge Point): As a bonus action, you can cloak yourself in swirling water. You gain a +2 bonus to your AC until the start of your next turn.
Level 3: Embrace the Surge
The sea's energy courses through your veins. You have a number of Surge Points equal to your Constitution modifier (minimum of 1). You regain all expended Surge Points when you finish a long rest.
You can spend Surge Points to use the following features:
-
Crushing Tide (1 Surge Point): When you hit a creature with a weapon attack, you can use this feature to deal an extra 1d6 cold damage. If the target is standing on a body of water or is wet, the extra damage increases to 1d8
-
Warding Current (1 Surge Point): As a bonus action, you can cloak yourself in swirling water. You gain a +2 bonus to your AC until the start of your next turn.
-
Deep Renewal (1 Surge Point): As a bonus action, you touch a body of water or conjure a small flow of seawater around your hand. You or one creature you touch regains hit points equal to 1d6 + your Constitution modifier
Level 7: Fluid Movement
The element of water recognizes your heritage and aids your mobility.
-
You gain a swimming speed equal to your walking speed.
-
You can breathe air and water.
-
You are always considered to be adapted to cold weather, as described in chapter 5 of the Dungeon Master’s Guide.
Level 10: Voice of the Deep
Your voice carries the weight and inevitability of the tide.
-
You gain the ability to cast the 3rd-level spell Tidal Wave once by spending 1 Surge Point. Constitution is your spellcasting ability for this spell. You regain the ability to do so after you finish a long rest.
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You choose proficiency in Persuasion, Intimidation, Performance
Level 15: Riptide Strike
You can generate localized currents to manipulate the battlefield with every strike. When you hit a creature with a melee weapon attack using surge points, you can choose one of the following effects:
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Push: The target must succeed on a Strength saving throw (using your Spell Save DC) or be pushed up to 10 feet away from you.
Relentless Mending (Passive Regeneration): If you are submerged in water or standing in a body of water (such as shallow water, a river, or a swamp), you regain hit points equal to your Constitution modifier (minimum of 1) at the start of each of your turns
Level 18: Storm Lord's Aegis
When you use your Warding Current feature, the bonus to your AC increases to +4. Additionally, any creature that hits you with a melee attack while your Warding Current is active takes 2d6 lightning damage as the water sparks with tempest energy.
Maelstrom's Fury
As an action, you can unleash the power of a localized maelstrom around yourself. The effect lasts for a number of rounds (turns) equal to your Constitution modifier (minimum of 3 rounds, you gain the following benefits:
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Torrential Defense: The bonus granted by your Warding Current feature increases from +4 AC to +5 AC, and the lightning damage dealt to attackers increases to 4d6.
-
Unstoppable Current: All creatures of your choice within 15 feet of you have their movement speed reduced to 0 for the duration unless they succeed on a Strength saving throw (using your Spell Save DC) at the start of each of their turns. Any creature that fails this save also suffers 2d10 bludgeoning damage as the water slams against them.
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Eternal Renewal: Your Relentless Mending (passive regeneration) feature is no longer conditional; you gain its benefit at the start of each of your turns for the duration, regardless of whether you are near water.
Once you use this feature, you cannot use it again until you finish a long rest.
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