Warlock
Base Class: Warlock

You have made your pact with a mysterious entity from the Fiddler's Green — a powerful being from the realm of perpetual mirth, ceaseless fiddles and dancers who never tire. Your pact with that entity allows you to manifest the secret powers of the tides.

This being's motivations are often inscrutable, sometimes beneficent and may involve a striving for a balance of fortune among the coastal cities of the Material Plane.

Expanded Spell List

The Riptide lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Riptide Expanded Spells

Nautical Panache

When you choose this archetype at 1st level, you learn maneuvers that are fueled by special dice called Panache dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per turn. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Panache Dice. You have Panache dice, which are d6s. A Panache die is expended when you use it. You can use a Panache die a number of times equal to your Charisma modifier plus three. You regain any expended uses when you finish a long rest, land a killing blow on a creature or score a critical success on an attack or ability check. Your Panache die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your charisma modifier

 

 

A Pirate's Payback

When another creature damages you with a melee attack, you can use your reaction and expend one Panache die to reduce the damage by the number you roll on your Panache die + your Charisma modifier. If you successfully reduce the damage to zero and the creature is within range, you may make one melee attack against the creature and add your Panache die to the attack roll.

Back to the Brine

You can expend one Panache die to find your way back to the sea. You know the direction and distance of the nearest shoreline for a number of hours equal to the amount rolled on the Panache die.

Capsizing Critical

When you land a critical hit on a creature with a melee weapon attack, you can expend one Panache die to increase its damage. Roll your Panache die three times, and add the sum to the total damage dealt. 

Gifted Sailor

You may roll a Panache die and add the number rolled to one charisma-based ability check or one ability check to operate, repair or navigate a marine vessel. You can wait until after you roll the d20 before deciding to use the Panache die, but must decide before the DM says whether the roll succeeds or fails.

 

Hurricane Step

When you move on your turn, you can expend one Panache die to increase your movement by a total of feet equal to the number rolled multiplied by five (maximized at 50 ft.). If you end your movement within 5 ft. of an opponent and have an available attack that turn, you may add the Panache die to the attack's roll.

Powerful Sea Legs

When you make a weapon attack roll against a creature, you can expend one Panache die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. If the attack lands, you may move up to half your movement without provoking an attack of opportunity from the creature.

Rolling Wave

When you hit a creature with a weapon attack, you can expend one Panache die to attempt to drive the target back. You add the Panache die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. If the creature collides with an object equal to their size or larger when pushed, they take the Panache die damage a second time.

The Sea's Challenge

When you hit a creature with a weapon attack, you can expend one Panache die to attempt to goad the target into attacking you. You add the Panache die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Gain a Panache die the first time you take damage from a creature affected by this maneuver. 

Tidal Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one Panache die to make a melee weapon attack against the creature. If you hit, you add the Panache die to the attack's damage roll and may move up to half your total movement without provoking an attack of opportunity from the creature.

Under The Surface

When you hit a creature with a weapon attack, you can expend one Panache die to attempt to knock the target down. You add the Panache die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. If you land an attack on a creature knocked prone by this ability, you automatically critically hit.

A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on Attack rolls. An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

Sea's Sharp Wit

At 1st level, you acquire the training necessary to effectively arm yourself for battle and for traveling the high seas. You gain proficiency with martial weapons, Cartographer’s tools and all water vehicles.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

At fifth level, you critically hit on 19 and 20 when attacking with your touched weapon.

One With The Sea

Starting at 6th level, you gain a swim speed equal to your walking speed and the ability to breathe underwater. At level 10, you may cast Speak With Animals (aquatic creatures only) at will.

Coastal Fog

Starting at 10th level, you create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You may choose a number of creatures equal to two plus your charisma modifier to not be affected by the spell-like ability.

  • Casting Time: 1 action
  • Range: 120 feet
  • Target: A point within range
  • Components: V S
  • Duration: Up to 1 hour

Turning The Tide

Starting at 14th level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to your charisma modifier, plus two. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Riptide Image