Sea Stained by u/pipedreamregime

A young elf is facing down a giant. As the giant brings its club down, a spectral whale bursts from the ground and the giant is flung backwards.
Surrounded by a horde of bloodthirsty orcs, the gnome places its palm against the ground. An orc steps foward to deliver a savage blow and suddenly sinks into the ground as if it were water. The gnome grins as the orcs panic and drown in a sea of stone.
A knight leers down at a seemingly frail human, demanding money as a tax. She raises one hand and a swarm of pirhannas spring from thin air to teach the knight humility. Sea stained are wielders of powerful magic and share a primal connection to the ocean. They have stared into the abyssal trenches of the sea, locking eyes with the ancient beasts that dwell there, and taken the wrath of the sea into their own souls.

Fate and Calamity; Oceanic Duality

Sea stained are often found to be of two beliefs. Many are believers in intrinsic destiny and, like the tides which are guided by the pull of celestial bodies, find themselves looking to the heavens for guidance. Providence of Reccurence sea stained often involve themselves in rituals; repeating them as often as the tide flows in search of a greater understanding of themselves and the enigmas of the ocean.

Other practioners of oceanic magic are drawn to the chaos of the sea; the crashing waves and sudden fury of a whirlpool dragging a splintered ship and its crew to a water grave. Providence of Calamity Sea Stained also seek the guidance of a greater power, though more often than not they peer into the deepest depths of the sea, and thus madness, in search of World ending power.

Ink Rites

An ink rite is a dozen things; a mark of passage, a memory of hardship, a warning to those who cross your paths. As the power of a Sea Stained grows so does the tattoos that cover their bodies. The most legendary of the sea stained are a canvas of beautiful tattoos which come to life and move across their skin. These tattoos also serve a second important guide; the spells that a Sea Stained learn will be inscribed as tattoos. These tattoos serve a similar person to a wizard's tome and the spells that a Sea Stained remembers will be etched onto their bodies. When casting spells the corrosponding tattoo will become active; perhaps as a metaphorical representation of the spell or even as an image of the caster performing the spell in miniture. The design and colour of the tattoos are largely dependent on the mentality of a Sea Stained. Someone who is compasionate may have beautiful swirling patterns in bright colours whereas someone who is grief stricken may find that tattoos have sharper edges or even blur into eachother.

Creating A Sea Stained

The most important thing to consider when creating a sea stained is what draws them to the sea; is it the allure of chaos or a deep desire for order? Does your character to harness the terrifying powers of waves and whirlpools or are they a benign summoner who wishes to form a pact with powerful sea creatures in order to help others?

Quick Build

You can make a sea strained quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Secondly, for your background choose the Hermit or Outlander if you wish to follow the Providence of calamirt or an acolyte if you wish to follow the Providence of Reccurence. Alternatively to both you could use the sailor background.

Sea Stained

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Oceanic Transmutation, Body morph─ 2 4 2
2nd +2 Providence 2 5 3
3rd +2 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Higher Oceanic Transmutation 3 8 4 3 2
6th +3 Ability Score Improvement, Providence Feature, Providence Body Morph 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement, 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 Providence Feature, Providence Body Morph 4 13 4 3 3 3 2
11th +4 4 14 4 3 3 3 2 1
12th +4 Ability Score Improvement, 4 15 4 3 3 3 2 1
13th +5 Providence Feature, Providence Body Morph 4 16 4 3 3 3 2 1 1
14th +5 Ability Score Improvement, 4 17 4 3 3 3 2 1 1
15th +5 True Oceanic Transmutation 5 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, 5 19 4 3 3 3 2 1 1 1
17th +6 5 20 4 3 3 3 2 1 1 1 1
18th +6 Leviathan 5 21 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, 5 22 4 3 3 3 3 2 1 1 1
20th +6 Providence Feature 5 23 4 3 3 3 3 2 2 1 1

class features

As a sea stained you gain the following features.

Hit Points:

Hit Dice: 1d6 per necromancer level
Hit points at First Level: 8 + Constitution Modifier
Hit Points at Higher Level: 1d6 (or 4) + your constitution modifier per Sea Stained lever past 1.

Proficiencies

Armor: None
Weapons: Harpoons, Fishing rod (use quarterstaff stats for melee and 1d4 piercing damage if using hook)
Tools: Navigator's Tools
Saving Throws: Charisma, Constitution

d

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:
(a) a fishing rod or (b) 10 x Harpoons
(a) a component pouch or (b) an arcane focus
(a) a priest’s pack or (b) a explorer's pack

Alternatively, you can choose to start with 4d4 x 10 gp and opt to spend some or all of that money on starting equipment.

Spellcasting

As one of the Sea Stained you feel a deep connection to the primal forces of the ocean. You can naturally draw on the powers of the sea in the form of raging waters and deadly summons. Though these abilites are your birth right you can expand on them by studying spells and arcana.

See chapter 10 of the official player handbook for the general rules of spellcasting and the end of this document for the Sea Stained spell list

Cantrips

You know two cantrips of your choice from the Sea Stained spell list. You learn additional Sea Stained cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sea Stained table.

Spell Slots

The Sea Stained table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Sea Stained 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 Piranha Swarm and have a 1st-level and a 2nd-level spell slot available, you can cast Piranha Swarm using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Sea Stained spell list. The Spells Known column of the Sea Stained table shows when you learn more Sea Stained spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. 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 Sea Stained spells you know and replace it with another spell from the Sea Stained spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Charisma is your spellcasting ability for your Sea Stained, since the power of your m agic relies on your ability to harness and project the emotional energy of the ocean. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sea Stained 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

Ritual Casting

You can cast any Sea Stained spell as a ritual if that spell has the ritual tag.

Spell Casting Focus

You use your ink rites as a spellcasting focus. When casting a spell the corrosponding tattoo will react in some way. This can be in the form of the tattoo lighitng up or animating in some way, such as a moving tattoo of the caster performing the spell.

Oceanic Transmutation

Staring at 1st level you have a connection to the ocean of sufficient power as to cause a permanent spacial anomaly around you. This anomaly causes the surface directly below you, whether you are in physical contact or not, to act as a water medium. Your summons can move through this medium as if it were water and experience no detrimental effects. To any other being, including yourself, the anomaly will act as the original surface. You are the centre of the anomaly and it expands in a perfect circle. The size of the anomaly can be altered at will, between 5 feet and 50 feet, and will warp to any deformities within that area (eg. whilst in a corridor the anomaly will affect the walls and ceiling as long as they are within range.

As an action you can use an ability known as Charybdis. Upon casting this, your anomaly will act as rough terrain for all enemies. Furthermore they will gain disadvantage on Dexerity checks and both you and your allies will gain advantage on attacks against enemies within the anomaly. Charybdis lasts for five turns and can only be used once between long rests.

At 5th level you gain Higher Oceanic Transmutation, allowing you to anchor your anomaly to a fixed point. This allwos you to move freely within the anomaly without it also moving. Whilst moving within your anomaly your movement speed is doubled and you gain advantage on all dexerity checks.
At 15th level you gain True Oceanic Transmutation, allowing you to freely summon your anomaly up to 120 ft. away as an action.

Body Morph

At 1st level you gain body morph. Upon entering a body of water of sufficient size for you to become fully submerged this ability activates (Note that you do not have to be fully submerged for body morph to activate but the volume of water you are in must be sufficient to do so). When this body activates you gain some form of gills, allowing you to breathe under water. Additionaly, you gain darkvision within 60ft and you gain a swimming speed double that of your walking spped.

According to the providence path you choose at 2nd level you will gain different body morph adaptations at 6th, 10th and 13th levels.

Sea Stained Providence

At 2nd level, you choose one of two Sea Stained Providences: The Providence of Recurrence or the Providence of Calamity. Your Providence grants you features at 2nd level and again at the 6th, 8th, 10th, 13th and 20th levels. Each Providence is detailed at the end of the class description.

Ability Score Improvement

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.

Leviathan

At 18th level your connection to the ocean is so potent that your body undergoes a radical change. Your gain thick scales, granting you Natural Armour. If you are wearing light or no armor, your base AC equals 12 + your Dexterity modifier. You can use a shield and still gain this benefit.

Upon entering a body of water you gain darkvision up to 120ft and you gain an additional swimming speed of 15ft.. Furthermore you gain the ability to activate Charybdis 1 extra time between long rests.

Finally you begin to age at a much slower rate, with the potential to live for several thousand years or more.

Sea Stained Providences

Though an intrinsic part of all Sea Stained is their profound connection to the ocean, it is the path that they walk which determines their abilities. Some may choose to believe in the guiding hand of a celestial being and commit themselves to bringing peace and order wherever they walk as if they were the tides themselves. Others choose to walk a darker path and form pacts with ancient beasts from the darkest depths of the sea in a bid to sow havoc and chaos.

Providence of Recurrence

Fate is the driving force of the universe. Every day the sun will rise and set, every day the tides will beat their slow tune that never reaches a crescendo. Order is the eye of the maelstrom where you are safe from the raging storms. Sea Stained who are guided by the providence of reccurence strive to bring peace. Their abilites focus primarily on healing, defense and utility. As a result their offensive capabilites are usually lower than other types of casters and they instead rely on an array of summons to protect them.

Sea Summons

When you choose to follow the Providence of Recurrence you gain access to severaal summons. As you gain levels you grow in power and are able to summon more powerful summons. You many summon any of these creatures though you may only have one active at a time. You can command your summons without any resitance
For each level you gain your summons earn a 1d8 hit die. This applies from the level you gain the summon. For example at 20th level a 2nd level summon would have 18 hit dice and a 13th level summon would have seven hit dice.

As you gain levels you gain the ability to summon multiple summons at once.

Summon stat blocks are below the Providence descriptions.

Level 2 summons

Giant turtle: You summon a giant turtle, either within a body of water of sufficient size or within your anomaly.

Jellyfish swarm: You summon a swarm of 1d4+1 jellyfish. These jellyfish can either be summoned within a body of water or within the range of your anomaly. Within your anomaly the jellyfish will float in the air around you.

Giant Sea Otter: You summon a Giant Sea Otter, either within a body of water of sufficient size or within your anomaly.

6th Level Summons

Siren: You summon a siren. either within a body of water of sufficient size or within your anomaly.

Greater Sea Hag Eye: You summon a Greater Sea Hag Eye anywhere within your anomaly. The Greater Sea Hag Eye can leave the confines of your anomaly but will have its Hit Points reduced to 1.

Water Elemental: You summon a water elemental anywhere within a body of water of sufficient size or within your anomaly.

13th Level Summons

Lady of the Lake: You summon the lady of the lake either within a body of water of sufficent size or within your anomaly. She takes the apperance of a large, beautiful humanoid who's lower half is submerged.

One Hundred Hands of the Dim Boat Spirits: You summon a hundred hands in a 15ft. radius around you, which emerge from your anomaly.

20th Level Summons

At 20th level you may have two summons active at a time.
Umibōzu: You summon Umibōzu, either within a body of water of sufficient size or within your anomaly.

Body Morph

When you choose to follow the Providence of Reccurence your body morph changes significantly. Starting at 6th level, you gain chitinous growths similar to crab shells across your body which grant +2 to AC.
At 10th level whilst in water you gain skin with physiological similarities to a starfish and all healing effects are twice as effective.
Starting at 13th level your grow several hundred jellyfish tentacles that trail around you in a 5ft radius. Upon entering the range of these tentacles enemies take 1d10 lightning damage.

Oceanic Transmutation

At 5th level you can activate Halcyon once between long rests. Whilst Halcyon is active, all allies within your anomaly regain 1d10 hit points per turn for five turns. When you reach 10th level, and again at 15th and 20th level, Halycyon gains an extra d10. Halycon may not be activated at the same time as Charybdis
At 15th Level you can activate Celestial Seas once between long rests. Whilst Celestial Seas is active your summons gain an additional 1d100 hit points and you become immunue to all conditions. These effects last for 5 turns. Celestial Seas can be activated at the same time as Halcyon but not Charybdis


Giant Turtle

Large Beast, Lawful Good


  • Armor Class 18
  • Hit Points 60
  • Speed 15ft, swim 30ft

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 2 (-4) 12 (+1) 6 (-2)

  • Condition Immunities Prone
  • Senses passive Perception 11
  • Languages None

Testudo 25% of damage dealt to you will be reflected to Giant Turtle.

Prone Reflection When knocked prone you can make a dc 10 con save to avoid being knocked prone as long as Giant Turtle is active.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.


Jellyfish (Individual)

Small beast, Chaotic Good


  • Armor Class 8
  • Hit Points 6
  • Speed 15ft.

STR DEX CON INT WIS CHA
4 (-1) 8 (-2) 14 (+4) 10 (+5) 2 (-4) 6 (-2)

  • Condition Immunities Frightened, Paralysed
  • Senses passive Perception 7
  • Languages None

Static Field If an enemy moves within 2ft of Jellfish Swarm they must make a dc con 12 save or take 1d10 Lightning damage.

Dohrnii. As an action you may dispel Jellyfish Swarm and recover 1d10 Hit Points for each jellyfish within the swarm. After performing this action you may not resummon Jellyfish Swarm for 3 turns.

Actions

Shock The Jellyfish Swarm targets one enemy within 10ft. The target must succeed on a DC 12 con saving throw or take 2d10 shock damage.



Giant Sea Otter

Large beast, Neutral Good


  • Armor Class 12
  • Hit Points 35
  • Speed 15ft., Swimming 30ft

STR DEX CON INT WIS CHA
4 (-2) 11 (+1) 16 (+3) 18 (+4) 11 (+1) 10 (+1)

  • Condition Immunities None
  • Senses passive Perception 12
  • Languages None

Keystone When Giant Sea Otter is killed, all enemies within either 50ft. or your anomaly (depending on where it was summoned) will have disadvantage on all attack rolls for the next 3 turns.

Hand Holders When within 10ft. of Giant Sea Otter you gain advantage on all saving throws.

Meticulous Insulation When Giant Sea Otter is active you gain +2 AC against all magic based attacks.

Actions

Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.)

Blue Shell Ranged Weapon Attack: +5 to hit, reach 15ft., one target. Hit 5 (1d6 + 2)


Siren

Medium Fey, Lawful Evil


  • Armor Class 17
  • Hit Points 25
  • Speed Swimming 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 20 (+5)

  • Condition Immunities None
  • Senses Passive Perception 14
  • Languages Common, Sylvan

Slippery This summon has advantage on ability checks and saving throws made to escape a grapple.

Water Bound This summon can not leave the body of water to which it was summoned. If forcibly removed it will take 7 necrotic damage every turn until it is returned

Actions

Charming Song One Humanoid within 100 ft. of the Siren must succeed on a DC 15 Wisdom saving throw or be charmed for 1 hour. The charmed target must spend its turns trying to get as close to the Siren as possible. At the end of each of its turns, and each time it takes damage, the target can make another Charisma save. On a success, the condition ends and they become immune to the Siren song for the next 24 hours.
The Siren can charm up to 3 targets at once.
Baleful WailThe Siren releases a terrifying wail. All creatures within 30 feet of the Siren that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 Thunder damage and is paralysed for 3 turns. On a success, a creature takes 5 thunder damage and is paralysed for 1 turn.


Greater Sea Hag Eye

Small fiend, neutral annoying


  • Armor Class 8
  • Hit Points 10 (1)
  • Speed Flying 120ft.

STR DEX CON INT WIS CHA
0(+0) 0(+0) 18(+3) 0(+0) 0(+0) 0(+0)

  • Condition Immunities None
  • Senses Passive Perception 30, Darkvision 60ft., Truesight 30ft.

Incorpreal Greater Sea Hag Eye can pass through solid surfaces but doing so will expend 30ft. of movement.

Actions

Fear Ray The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Water Elemental

Large Elemental, Neutral


  • Armor Class 14
  • Hit Points 40
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18(+4) 5 (-3) 1 (+0) 8 (-1)

  • Damage Resistance Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
    Damage Immunities Poison
    Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Languages Aquan

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage. Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.


Lady of the Lake

Large Fey, Lawful Goodl


  • Armor Class 14
  • Hit Points 30(1d4 + 5)
  • Speed 0ft.

STR DEX CON INT WIS CHA
8 (-2) 14 (+1) 16 (+1) 10(+0) 16 (+3) 18 (+2)

  • Senses passive Perception 14
  • Languages Common, Fey

Arise Any creatures within 5 feet of Lady of the Lake when she is summoned will be knocked back 10ft.

Blessed be the good Whilst Lady of the Lake is summoned the effects of all healing sources are doubled for you and allies.

Actions

Excalibur. Lady of the Lake chooses a friendly target within 30ft. with 0 hit points. The target has advantage on death saving throws for the next 5 turns. Can only be used once between long rests.




One Hundred Hands of the Dim Boat Spirts

Huge Swarm of Fine Undeadl


  • Armor Class 1
  • Hit Points 28
  • Speed 0

STR DEX CON INT WIS CHA
20 (+5) 16 (+1) 13 (+2) 10 (-1) 8(-2) 0 (+0)

  • Condition Immunities Prone
  • Senses passive Perception 30 -

Grasp and Drown When a creature enters within 15ft of you they must make a DC15 Dex saving throw or be restrained. Each turn they must take another saving throw and if the succeed they are no longer restrained and cannot be restrained again by this ability for 1 hour. On a failed saving throw they target takes 1d10 necrotic damage.

Clutching Fingers The Swarms space acts as difficult terrain.

Turn Immunity The swarm is immune to effects that turn undead.
.
Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human hand. The swarm can't regain hit points or gain temporary hit points.



Umibōzu

Tiny annoyance, chaotic gossipy


  • Armor Class 19
  • Hit Points 122
  • Speed 10ft.

STR DEX CON INT WIS CHA
20 (+4) 14 (+0) 16 (+2) 10 (+0) 8 (-3) 10 (+0)

  • Condition Immunities None
  • Senses passive Perception 15
  • Languages Aquan, Celestial, Common

Bottomless Bucket Aslong as Umibōzu is active so is Charybdis.

Actions

Wrath of the Sea Priest Umibōzu begins to flail randomly, slammings its gigantic fists into the water. All creatures within your anomaly must make a DC15 Strength saving throw or take 1d20 bludgeoning damage.
Tsunami Umibōzu summons a large wave in front of itself. All creatures must in a 30ft. cone must make a Dc15 Dex saving throw or take 1d100 damages and be knocked prone. On a successful saving throw enemies take half damage. After using this action Umibōzu will vanish and can not be resummoned until you have taken a long rest.