A Subclass for Each Class in 5e Dungeons and Dragons
Welcome to my homebrew guide to Aquatic Campaigns! Or a part of it, anyways. I've been writing many campaign settings, magic items, races, and others, but this is my first installment- the Subclasses!
This PDF includes 12 new subclasses inspired by the ocean in varying ways. I may include a Blood Hunter subclass in a later update.
Keep in mind that these subclasses, although inspired by the ocean, do not have to be used in a campaign related to the ocean in any way. They are each designed to be able to be used both in and out of the water.
These subclasses have not all been tested yet. Please, message me at /u PaganGoldfish on Reddit. I'd love to hear feedback on any of these.
Table of Contents
Lore and Unusual Content
You might notice that, littered throughout this PDF, are references to deities, races, and other cultural names that are not in the D&D general lore. That is because these Subclasses were made to supplement my larger goal of creating an entirely aquatic campaign setting. These cultural references don't make much difference in the flavor or lore of the subclasses.
Version 1.0: Created and Formatted into Homebrewery
Version 1.1: Major change to Monk lvl 11 ability (thanks to feedback from /u Suicidesingle), and several smaller wording adjustments.
Version 1.2: Slight change to Saltborn Sorcerer's Beacon of Life ability
Barbarian: Path of the Bleeding Earth
Deep beneath the surface of the water, where the weak-willed fear to tread, the great magma vents bleed heat and life into the otherwise cold depths. Most who reside there are creatures of stealth and cunning ingenuity, such as the Steam Gnomes and their domed cities, but that is not the life for all. For some, they believe these vents are a place to be protected, and revered, for they bleed life back into the ocean, and those who protect them long enough eventually become changed to reflect the primal strength of the magma. The Fetekyerm were the first to master the Path of the Bleeding Earth, but they soon spread the rare power to others throughout the world, causing those who live in tepid waters to tremble at their blazing fury.
In battle, a barbarian of the Bleeding Earth can summon the power of pure heat and and smog to assist them in combat. Even being near a Barbarian of the Bleeding Earth will harm an enemy, as their rage manifests in boiling, blistering heat.
Aura of Fire
Due to your association with the primal magic of magma, your blood boils and glows red when you enter a rage. While raging, you have resistance to fire and cold damage, and any creature who starts their turn within 10 feet of you (apart from you) must make a Constitution saving throw or take fire damage equal to your Rage damage.
Your saving throw DC for this ability is equal to 8 + your proficiency + your Constitution modifier.
At 6th level, you learn to manipulate the primal forces of the earth. You can use an action to cause magma to explode from a single, 5 foot square of stone, earth, dirt, silt, or sand, creating a geyser of magma in a cylinder 20 feet high and 5 feet in radius. Any creature within the area must make a Dexterity saving throw or take 2d12 fire damage and be set on fire (taking an additional 1d6 fire damage at the beginning of every turn on fire, requiring an action to put out), or taking half damage and not being ignited on a successful save. The DC equals 8 + your Constitution + your proficiency bonus.
The magma damage increases at certain levels- 3d12 at 10th level, 4d12 at 14th level, and 5d12 at 18th level.
Once you use this ability, you must wait until you complete a short or long rest to use it again. When you use this ability, it counts as dealing damage with an attack for the purposes of maintaining your rage.
At 10th level, you learn to use heat and smoke to magically fuel your body. You no longer need to eat or sleep, so long as you are nearby a hot fire or another, similar heat source for at least 10 minutes a day. If you do not get this heat, you must sleep and eat as normal.
At 14th level, you embody the flames of the earth. While raging, you are immune to fire and cold damage.
Additionally, when you hit with a weapon attack, you choose to make the attack deal fire damage instead of the weapon’s damage type. If you do this, you can choose to instantly end your rage and augment the attack with a powerful fiery explosion. The target takes an additional 2d12 fire damage and must make a Strength saving throw or be knocked back 15 feet away from you.
Your saving throw DC for this ability is equal to 8 + your proficiency bonus + your Constitution modifier.
If you end a rage this way, you cannot move, rage again, or use Eruption until the end of your next turn.
Bard: College of Sirens
Those who look onto the College of Sirens from a superficial glance might see what they are presumed to be- harmless musicians playing dainty tunes in hidden estuaries and lost alcoves. Yet, veteran seafarers and knowledgeable scholars know the college for what it truly is- a cutthroat assassin organization who lures and slays targets by preying on their truest dreams and ideals. Enchanting and deceptive, the College of Sirens is equally skilled in the art of poison and songwriting, which are both required to silence and slay a target they wish. However, not all Sirens are terrible- some use their enchanting skills as spies and investigators, looking into a person’s true desires and intentions with naught but a glance.
As a Siren Bard, you gain proficiency in the Poisoner’s kit and 4 martial weapons of your choice.
Learning to sing subtly and to entrance others, whenever an enemy within 60 feet that can hear you is forced to make a Saving Throw against being charmed, you can use your reaction and a bardic inspiration die to reduce their result by the amount rolled on the inspiration die. You do not need to use a reaction if they are being charmed by your spell or ability.
At 6th level, you can use an action to weave a magical song that is imbued with the effects of a single poison you have in your possession, forcing targets to hallucinate the effects of the toxin in their system. Using this ability consumes the poison.
When you sing, the target must make a Charisma Saving Throw equal to the Saving Throw of the poison or suffer the effects of the poison, with several small alterations- firstly, any damage dealt is considered psychic damage, instead of poison damage. Secondly, the creature is considered Charmed instead of poisoned (although they can still show the symptoms of poisoning). Thirdly, a creature who is immune to poison normally is not immune to this ability.
A creature who knows you are trying to charm them automatically saves from this ability, and a creature who is immune to charm is immune to this ability. You cannot have multiple Poisoned Lyrics affecting a single creature at the same time, and you must drop the effects of one poison to attempt to apply the other.
Into the Depths
At 14th level, your songs allow complete domination of your foe. When you have a creature charmed or dominated, they do not make saving throws as a result of them taking damage.
The gods of the Oceans are many and varied, but they often value the importance of trade and respect amongst civilizations. Many Ocean clerics find themselves as ambassadors and tradesmen, respected people who spend much time on the sea traveling from country to country, coast to coast, bringing peace and goodwill to all before setting back out. The clerics and gods of the Ocean are generally good and lawful creatures, and oppose the savage gods of the seas, such as Sekolah or Scylla. Almost any Lawful or Good deity worshiped by those in the ocean (such as Eadro or Makara) can serve for the Ocean domain, as well as gods of storms and the seas such as Poseidon and Thor. Some Ocean clerics derive their magic from no god, but simply the massive power of the ocean itself, and its ability to sustain life so purely.
Ocean Domain Spells
|1st||Create or Destroy Water, Armor of Agathys|
|3rd||Misty Step, Shatter|
|5th||Water Breathing, Water Walk|
|7th||Ice Storm, Control Water|
|9th||Cone of Cold, Commune with Nature|
You become proficient with Vehicles (Water) if you weren't already.
You also gain proficiency in your choice of two of the following skills: Acrobatics, Athletics, Medicine, Nature, Performance, and Persuasion.
Due to your connection with the Ocean, you can use an action to cause one of three Ocean Commands. The saving throw for these is your spell saving throw. You can use this ability a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest.
Ocean Command: Calm Waters
You extend your holy symbol and cause a small burst of energy to come forth, calming rough waters in your sight. A number of 10 foot cubes of water equal to your Wisdom modifier + your level are effected. The squares must be connected by at least one side. The waters stay calm for 1 hour or until you lose concentration (as if concentrating on a spell).
Ocean Command: Anger Waters
You extend your holy symbol and cause a small burst of energy to come forth, roughing calm waters in your sight. A number of 10 foot cubes of water equal to your Wisdom modifier + your level are effected. The squares must be connected by at least one side. The waters stay rough for 1 hour or until you lose concentration (as if concentrating on a spell). Rough water is considered difficult terrain. Any creature in angered waters at the beggining of their turn who does not have a swimming speed must make a Strength saving throw or have its swimming speed reduced to 0 for the duration. They can attempt to remake this saving throw at the end of each of their turns, ending the effect on them for their turn on a success.
Ocean Command: Freeze/Melt Waters
You extend your holy symbol and let out a wave of energy, causing the surface of any water or wet surface to become frozen, or vice versa. You can freeze/melt a number unoccupied of 5 foot squares of surface water equal to your Wisdom modifier + your level. The squares must be connected by at least one side. The waters freeze or melt to a depth of 1 foot, or they affect all the water if it is shallower. A creature who attempts to move on the icy surface Dexterity saving throw or fall prone. A creature who is prone automatically succeeds on this throw. The ice can support up to 200 lbs of weight. This ability melts magical ice created by a spells who's level is lower or equal to half your cleric level (rounded down). You cannot melt magically created ice at level 1.
Channel Divinity: Healing Water
At level 2, you gain proficiency with an alchemist’s kit, if you did not already have it.
When a character is severely injured, you can invoke the blessings of water to heal them. While using this channel divinity, you can using a bonus action and one vial of holy water (which you must be able to touch when using this ability), you can heal a creature within 30 feet of you a number of hit points equal to your cleric level + your wisdom modifier. During a short rest, you can spend time crafting a single vial of holy water, which costs 10 GP and at least 1 hour to make. You must have fresh water and your holy symbol during the crafting process to make a vial of holy water.
Channel Divinity: Curse of Drowning
At 6th level, you can channel the Ocean's fury into a creature within 60 feet of you that you see. Raising your holy symbol towards a single enemy, you can use your action to invoke a terrible Curse of Drowning. The curse fills the enemy’s lungs with watery brine, causing them to begin to drown if they need to breathe. A creature who is targeted by this ability immediately begin suffocating. While they are suffocating this way, they cannot cast spells with Verbal components, they are restrained, their speed is 0, and they lifted 1 foot off into the air, as if suspended in water.
A conscious target can attempt to weaken the Curse by succeeding on a Constitution saving throw at the end of each their turns, ending its effect once succeeding 3 times. If they fail 3 saving throws, they cannot attempt to save again for a number of minutes equal to your Wisdom modifier.
The Curse ends if you move, take any actions, or cast any spells. This ability requires concentration like a spell, and can be broken by taking damage or by unstable conditions. This ability can suffocate a creature even if it can normally breathe underwater.
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level, you have become almost elemental in your kinship with the ocean. You gain a swimming speed equal to twice your movement speed.
You have also become able to call the ocean to your aid. As an action, you can magically expand any amount of water you see within 300 feet of you up to 6 times its original volume. This water cannot break past strong walls such as stone or iron, but if it is compressed enough it can explode through glass windows, weak wooden walls, or other weak structures. Water expanded this way is always saltwater, as you pull from the Elemental Plane of Water to create the excess water.
After 1 hour, the flood water magically fades away. Once you use this ability, you cannot use it again until you complete a long rest.
Druid: Circle of the Tides
The Circle of the Tides is considered more lax than other druid circles, but many do not see beneath the surface of their laid back attitude. Great wardens of the oceans and tellers of secrets, these druids meet in organized events along the coasts and discuss the natural balance of the world, sending remote members messages through migration patterns and tidal omens, and revealing hidden messages of the world through interpreting the world’s omens to them. Their network of Druidic messages is intricate and well-organized, and they can send messages over long distance using the magic of the tides at their disposal. Connecting the druidic world, the Tide Circle druids work along closely with those of the Circle of the Moon to ensure no monster, marine or land, ever attains full control of an ecosystem, and have adapted a unique, watery mimicry of the Moon Druid's Combat Wild Shapes.
So long as you are nearby to a large body of water, you can sit down and magically meditate on a single event. After 1 hour of meditation, you can pass your soul through the leylines of the water, connecting you to a wealth of knowledge other druids or animals have discovered. While connected this way, you can send a magical Omen to any other creature who is connected to a large body of water, so long as they are on the same plane of existence, or you can summon the omen for yourself. Omens manipulate nature in strange ways to help or hinder others on your behalf. Some omens are have certain prerequisites, or larger areas than a single target. You know one omen, learning one more at levels 5 and 13. You can only use one omen every 24 hours. A creature is not immune to Omens even if it is immune to divination magic. When you gain a level in any class, you can choose to switch one omen out for another.
All Omens are listed at the end of the Subclass description.
When you use your Wild Shape, you can use your bonus action to animate a single liter of water within 5 feet of you. The water magically jumps up and forms into the watery duplicate of the same creature you transformed into with your Wild Shape. This creature is considered a Water Elemental for the purposes of spells and abilities. It cannot speak, but has the same statistics as the creature it is based off of. The creature is slightly visible underwater, but due to its blending nature has advantage on stealth checks while underwater. When you attack, you can immediately command your duplicate to attack as a bonus action. Your duplicate can move whenever you move, and immediately dissipates into mist if it moves more than 120 feet from you. If you drop your Wild Shape for any reason, your duplicate immediately dissipates into mist. If targeted by a Dispel Magic spell, the caster must meet its AC in the spellcasting ability check to dispel it.
At 6th level, your Duplicate becomes more powerful. Your attacks with your Duplicate count as magical for the purposes of overcoming damage resistance and immunities.
Additionally, you can cast cantrips and activate any spell you are concentrating on through your duplicate, even if you are still in beast form. Your range for your duplicate extends to 240 feet.
At 10th level, you can summon your duplicate as a bonus action without going into Wild Shape. You can summon your Duplicate this way a number of times equal to your Wisdom modifier.
Additionally, your duplicate can use its Multiattack feature when you command it to attack if it has one.
At 14th level, you have become naturally adept at very powerful divination magic through your Circle. Choose one level 5 or lower divination spell from any class. You can cast
that spell once without requiring material components, apart than one liter of water, which is consumed in the process.
The spell is considered a Druid spell when you cast it using this feature. Once you use this feature, you cannot use it again until you finish a long rest.
You attempt to discover a clue about the identity of a creature you have heard about. You learn a single clue about the creature through the forest, usually by cryptic messages determined by the DM (for instance, the identity of a drow enemy might be discovered by a sparrow dropping a live spider at your feet, a clue about Lolth, the patron goddess of the drow). The creature makes a Charisma saving throw, versus your spell save. If they succeed, the water in front of you turns blood-red with a sudden algal bloom that fades away swiftly, and you can no longer glean any more information about that creature with this omen until a year has passed.
You attempt to reveal the most immediate danger to you or a creature you know who is the target of your Omen. If the danger is very immediate or very close, such as an assassin hidden in the group or a meteor hurtling towards them as they speak, the water swiftly turns blood-red with an algal bloom. If the danger is more distant, you gain a hint as to when or what might befall you through a cryptic image shimmering in the water. This hint is usually not directly of the danger, but of something pertaining to it (for instance, a character who is being hunted by an archer might be shown an arrow or a bow, but not the archer themselves).
If you use this more than once on the same target before the prophesied danger or 2 weeks have passed, there is a cumulative 25% chance that the clue will be false or misleading. The DM makes this percentile roll and you do not see the result.
You look to a single range of coastal area or water no longer than 5 miles, and wish for the fish and other animals to become bountiful in that area for a number of weeks equal to half your Druid level. If the animals are being driven out by some force, such as an evil creature’s lair, you are given a direct vision of the lair or a direct clue to what the reason might be, but not shown directly the reason. Otherwise, fish and plants thrive along that area. The omen fails if attempted on the same swathe of coast within the same year.
You create a map of constellations atop the waves, designating yourself or your target to gain a modicum of protection from the stars. The target of the omen gains advantage on the next saving throw they make of a randomly determined type (d6: 1- Strength; 2- Dexterity; 3- Constitution; 4- Intelligence; 5- Wisdom; 6- Charisma).
Once the character makes that kind of saving throw, or once 3 days have passed, the effect fades. You cannot use this omen again until the effect fades.
Instead of trying to invoke an omen from nature, you attempt to send one to another creature in the form of a natural image, such as having a swarm of ravens appear nearby or having the moon turn red for only that creature. If the creature is within 5 miles of a large body of water, they immediately get the omen. Otherwise, there is a 25% chance the omen will not come through. The DM makes this percentile check in secret.
Sent omens can only last for a minute at most, and can only target a single creature or a single group of creatures who are within 1 mile of each other. The number of creatures who can be affected in a group is equal to your Wisdom modifier + your Druid level. These omens can be sent to creatures in other planes of existence. You do not need to know which plane of existance the target is on to send an omen to them.
Fighter: The Corsair
From across the seas, men and women live on their ships, taking to the high seas and learning to fight with what they can. Lightly armored and swift on their feet, Corsairs have adapted to fighting aboard ship and beneath the waves, if need be. They master the use of ships and other seafaring vessels, as well as the uncommon maneuvers to move from ship to ship. Both pirates and privateers, Corsairs are masters on the seas.
Your experience fighting in less than suitable environments has allowed you to learn how to use the environment around you to your advantage. You learn two arena abilities, choosing from the list below. These abilities reflect your ability to fight in certain climes, environments, and situations, granting you boons as described in the ability. When an ability calls for you causing an enemy to make a saving throw, the DC is equal to 8 + your proficiency + your Intelligence modifier. All Arena Abilities are detailed at the end of the subclass description.
You gain one more arena ability at level 7, level 10, and at level 15.
All Hands on Deck
Beginning at level 7, you gain proficiency with smith’s tools, and double your proficiency bonus when using them to repair a vehicle.
Additionally, provided you are not in heavy armor or holding something in both hands, you have a climbing speed equal to your walking speed, as you can climb masts and rocky ledges with ease.
At level 10, you can instruct your allies to fight similarly to you in rough environments. While you meet the conditions of one of your arena abilities, your allies within 30 feet of you who can see or hear you also gain one of those benefits (you choose which if you are benefitting from more than one at a time).
At 15th level, your rash use of vehicles allows you to fight swiftly with them. You gain proficiency with all vehicles. You can take the Dash action with your Vehicle as a bonus action on your turns.
After taking the Dash action with a Vehicle, you may use an Action to make an Improvised attack against a creature or other vehicle by ramming into them. You use your Vehicle proficiency + your Intelligence Modifier to hit. On a hit, both the vehicle you are driving and the creature or other vehicle take 2d8 + your Intelligence modifier bludgeoning damage, plus an additional 2d8 bludgeoning damage for each size category of your vehicle above Medium. You may choose to jump onto the nearest part of the targeted vehicle or next to the targeted creature as part of the ramming action, even if your vehicle would be destroyed as part of the attack.
At 18th level, you have become an unpredictable enemy on the battlefield, using your environment to impede, hide, and attack. While you are fighting and you are not incapacitated or surprised, you gain the following traits:
If you have cover against an attack, you take half damage on a hit. Additionally, if you have cover against an attack that would force you to make a Dexterity saving throw to halve damage, such as the spell Fireball or a Red Dragon’s Fire Breath, you take no damage on a success and only half damage on a failure.
While you are fighting against an enemy and you have one of your Arena Abilities active, you may choose to gain advantage on a single weapon attack. You may only use this ability once per turn, and only if you didn’t have disadvantage on the attack.
While you are maneuvering a vehicle, you may use the Hide action with your vehicle so long as you are behind something at least one size larger than your vehicle or you are obscured by mist or shadow.
While you are at least 10 feet higher than your target, you have learned how to strategically place ranged attacks. You can add your Intelligence modifier to any ranged attack rolls you make against the target.
You have learned how to defend yourself and others from attacks from above. When you or an ally within 5 feet of you is attacked with a ranged attack where the attacker has high ground (at least 10 feet higher than your location), you can use your reaction to impose a penalty to the attack equal to your Intelligence modifier. If you have the Protector fighting style, you can use that as part of the same reaction.
While you are fighting underwater, you can use any weapon or armor without penalty. You can hold your breath for twice as long as you normally could, and you can Dash as a bonus action underwater.
You have learned to use ropes and vines to increase your mobility during combat. As a bonus action, you can use a climber’s kit or rope and a grappling hook to throw and fasten an anchor in a single point within 20 feet of you, and you can use your movement to swing along the rope in an arc, either ending on the ground or on an adjacent, elevated platform that is of equal or lower altitude than the initial platform.
If you pass any creature during this swing, they cannot take attacks of opportunity against you, and you may make one melee weapon attack against each of creature you pass, granted you have a one handed weapon equipped. You or another creature who is within 5 feet of the rope can use an action to attempt a DC 10 Strength check pull your grappling hook out of a wall.
Don't Tell Me the Odds
When you and your immediate allies are outnumbered by known hostile creatures, or more than half your party is unconscious or dead, you emit an aura of resolve to bolster yourself and your allies to get out of a tough spot. You and a number of creatures within 30 feet of you equal to your Intelligence modifier gain a bonus to damage equal to your Intelligence modifier for as long as the situation remains out of your favor.
Every character loses this bonus if you are knocked unconscious. If a creature is benefiting from this ability from two sources, you only gain the bonus from the creature with the highest Intelligence modifier.
Strength in Numbers
When you and your immediate allies outnumber all known hostile creatures by 2 or more, or when more than half of the enemies are unconscious or dead, you can use a Bonus Action to bolster yourself and your allies to finish the job. Until the beginning of your next turn, whenever you and a number of creatures within 30 feet of you equal to your Intelligence modifier make an attack of opportunity, the enemy must succeed on a Strength saving throw or either be knocked prone or have their speed reduced to 0 (attacker’s choice).
You maintain this ability for so long as the situation is in your favor. Every character loses this bonus if you are knocked unconscious.
Monk: Way of
Monks of the Way of the Fisherman never strike first, but are determined to strike last. Basing their technique off of the humble fisherman, these monks learn to take a hit and return it with twice the force, along with abilities to ensnare and trap enemies if they can.
When you choose this tradition at 3rd level, you can use your ki to protect yourself against another’s blow. When you are hit with an attack, you can use your reaction and spend a Ki point to halve the damage of the attack. When you reduce damage this way, you gain resistance to the triggering damage type until the end of your next turn.
If you land an attack while you have a Reinforced resistance type, you can spend 1-3 Ki points to deal an additional 1d8 damage of the same type you were resistant to, plus an additional 1d8 damage for each Ki point over 1 spent, to a maximum of 3d8 total damage. You then lose your resistance once you use this Reinforced Strike. At the end of your turn, when you would lose Reinforced resistance, you can choose to use a Ki point as a free action to retain resistance for one more round.
At 6th level, your patient combat style has granted you insight into your less patient foes. You can spend an action to enter a trance and trace the Ki of a single creature you can see within 120 feet of you until the beginning of your next turn. Making an attack breaks this trance.
If the creature makes an attack or casts a spell while you are observing it, you can attempt to learn the action. You must succeed on an Insight check versus the creature’s Deception check. If you succeed, the creature has disadvantage to hit you with that attack, and you have advantage on any saving throws it entails, for the next minute, or until you memorize another action. Attack actions with separate weapons or separate natural weapons (such as a claw and a bite attack) are considered separate attacks for the purposes of this ability. A creature who is unaware of your presence has disadvantage on their Deception check.
At 11th level, you embody your reinforced element. While you are Reinforced with a damage resistance type, you gain a specific trait, as determined below.
While you are reinforced with Acid, you can use 1 Ki point and a bonus action to attempt to dissolve up to a 5 foot cube of metal you can see within 30 feet. A construct made of metal must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or take 4d6 acid damage, taking half as much on a failed save. You can also target a creature’s non-magical, metal armor or weapon, instantly lowering its AC by 1 or damage rolls by 1.
If an armor’s AC is reduced to 10 or a shield’s AC bonus is reduced to +0, it is destroyed and dissolves away. A weapon which accrues a -5 penalty to damage is destroyed and dissolves away.
While you are reinforced with Bludgeoning, you deal double damage to objects and structures, as with the Siege Monster trait.
While you are reinforced with Cold, you can use a bonus action to levitate your movement speed upwards or down, riding a cloud of cold mist. If you lose resistance to Cold damage while in the air, you fall as if affected by the Feather Fall spell.
While you are reinforced with Fire, you can use an action and 3 Ki points to summon a Fire Elemental, as with the Conjure Elementals spell. The elemental stays even if you are not reinforced by Fire, and does turn hostile if concentration is broken. You then lose resistance to Fire damage granted by Reinforcement.
While you are reinforced with Force, you can a bonus action and 1 Ki point to create a small arcane shield around you, granting you a +2 bonus to AC until the beginning of your next turn.
While you are reinforced with Lightning, you can use a bonus action and 1 Ki point to move extremely fast in a line to a single point within 120 feet. Attacks of opportunity made against you as a result of this movement are made at disadvantage.
There does not need to be solid ground beneath you during the entire length of the movement, but you need to start and end on solid ground or the ability fails.
If you kill a creature while reinforced with Necrotic damage, you may spend a number of Ki points equal to your Monk level divided by 4 (rounding up). Once you do so, you immediately animate the slain creature, injecting it with shadowy energy as it is risen to fight for you. You lose your resistance to Necrotic damage after animating a creature in this way. When you create an undead in this manner, your maximum Ki is lowered by the amount of Ki spend to animate the creature until it is destroyed or you dispel the animation as a bonus action.
You can animate an Undead with a challenge rating equal to or less than the amount of Ki spent to animate it. You choose the form of the Undead, but only certain slain creatures can turn into certain undead, as listed on the Necrotic Animation table at the end of the subclass description.
Creatures animated this way have temporary hit points equal to your Monk level. A creature who cannot be turned undead cannot be effected by this ability. If the creature has an ability that allows it to animate other Undead, it cannot use that ability.
The Undead has its own initiative and acts on its own turn, following your verbal commands. If it would be an undead that has a mind of its own (such as a Ghoul or Vampire Spawn) it is still entirely subservient to your wishes as they interpret them. If the Undead is not given any verbal commands, it will attack any creature who attacks you and only fight in self-defense.
You can only have one Necrotic Undead existing at a time, the other immediately becoming a lifeless corpse when another is created.
While you are resistant to piercing damage, any creature who deals damage to you from an attack instantly takes 1d4 + 1 piercing damage, provided you are not knocked unconscious from that attack.
While you are resistant to poison damage, you can use an action and a Ki point to create a cloud of black, toxic smog centered on yourself, expanding to cover a 20-foot radius. Any creature inside the cloud apart from you cannot breathe, and the area is considered heavily obscured.
A heavy wind can disperse the cloud, while light gusts can move it at 15 feet a round. After creating a cloud with this ability, you lose resistance to Poison damage granted by Reinforcement.
While you are resistant to psychic damage, you can use an action and 2 Ki point to cast Detect Thoughts, with your Save DC equaling 8 + your proficiency bonus + your Wisdom modifier. You then lose resistance to Psychic damage granted by Reinforcement. Your spellcasting modifier for this spell is Wisdom.
While you are resistant to radiant damage, you can use your action and 1-3 Ki points to heal yourself or a creature within 30 feet of you a number of hit points equal to 1d8 per Ki point spent. You then lose resistance to Radiant damage granted by Reinforcement.
While you are resistant to slashing damage, can spend a bonus action and 2 Ki points to cast Spiritual Weapon, with your Save DC equaling 8 + your proficiency bonus + your Wisdom modifier. You then lose resistance to Slashing damage granted by Reinforcement. Your spellcasting modifier for this spell is Wisdom.
While resistant to Thunder damage, you can chose for a creature who takes damage from your unarmed strike to attempt to succeed on a Strength saving throw, save DC equaling 8 + your proficiency modifier + your Wisdom modifier, or be knocked 10 feet away from you.
The targeted creature automatically fails this save if you choose to deal Thunder damage on your unarmed strike and therefore end Reinforcement.
At 17th level, you have perfected the ability to absorb enemy’s blows. When you use your Reinforcement feature, you gain immunity rather than resistance to the type of damage Reinforced, although you still take half damage to the initial blow. Additionally, when you use your Reinforced strikes feature, you ignore any resistances the target might have, and they still take half damage if they are immune.
These tables list what undead a creature may turn into once slain while using the Necrotic Maneuver. These lists include creatures from the Monster Manual as well as the supplements Volo's Guide to Monsters and Kobold Press' Tome of Beasts, both of which I use in my games frequently.
Some of these creatures are more specific than these tables would assume. For instance, a Banshee can only be animated from a slain Female Elf, and an Ogre Zombie must be animated from an Ogre. These specifics are in the Slain Creature column. Some require specific conditions to animate the creature- such as a poltergeist, who must be killed while surprised, since they are created by Specters who do not know how they died.
|0||Crawling Claw||Any||An intact Hand|
|1/8||Shroud (TOB)||Any||A piece of the clothes the slain creature was wearing when it died.|
|1/4||Skeleton||Any||A skeletal structure.|
|1/4||Gnoll Witherling (VGM)||Gnoll||None|
|1/2||Begger Ghoul (TOB)||Any||None|
|2||Myling (TOB)||Any||A piece of tombstone with the creature's name inscribed on it. You choose the Myling's preferred Burial Ground.|
|2||Putrid Haunt (TOB)||Any||Must have been killed within 100 feet of a swamp.|
|2||Poltergeist||Any||Must have died while surprised or asleep.|
|2||Will-o-Wisp||Any||Must have been an Evil-aligned creature.|
|3||Mummy||Any||You must have 30 feet of engraved cloth on hand.|
|4||Vaetir (TOB)||Any||A prized possession of the slain creature or one of their family heirlooms|
|4||Edimmu* (TOB)||Any||Rare sand mixed with runes and black powder worth at least 50 gp, which is consumed by the ability|
|4||Flameskull||Any Humanoid who can cast spells||None|
|5||Spawn of Kyuss (VGM)||Any||A rare purple maggot which Orcus' followers cultivate.|
|5||Wraith||Any||Must have been an Evil-aligned creature.|
|5||Drowned Maiden (TOB)||Any Female||Must have been killed within 100 feet of a body of water|
*The revenant and edimmu do not have their Rejuvenation abilities.
|2||Ogre Zombie||Ogre or Oni||None|
|4||Bone Naga||Any Naga||None|
|1/2||Skin Bat* (TOB)||Any Bat||None|
|4||Lich Hound (TOB)||Any Canine Celestial||None|
|5||Sarcophagus Slime (TOB)||Any Medium or larger Ooze||None|
* The skin bat cannot use its Summon Bat Swarm ability.
Paladin: Oath of the Deep
The Oath of the Deep is most likely the oldest oath a paladin can swear, predating the days of dragons and giants. These paladins, known as Deepbringers, are bent on protecting their ancient rites- to protect the ocean, to shun the sun, and to bring peace between the land-striders and the deep-dwellers. Pale lanterns in the inky darkness, the Deepbringer will protect the world with a cold vigilance, serving his term until his life expires.
Tenets of the Deep
The tenents of the Deep are ancient words that are only heard in the deepest Triton and Mer communities. Martyrs and knowledge seekers at heart, the tenants of the deep are a selfless sacrifice to protect the sun-lit world.
Knowledge. Knowledge of the enemy is the only way to completely destroy them. Seek knowledge where you can, use it to ensure the terrors of the Deep remain sealed away from both the eyes and memories of the innocent.
Shun the Sun. The Sun is not for you to live in, despite where your travels may take you- that is the price of those who ensure the world’s safety.
Stomp out Evil. Protect others from evil creatures, regardless of who the evil creature is.
Be their Light. Become a beacon of knowledge and goodness for others to follow. It is only through great acts may others lead great lives.
You gain Oath Spells at the Paladin levels listed.
|5th||Enhance Ability, Silence|
|9th||Beacon of Hope, Water Breathing|
|13th||Control Water, Arcane Eye|
|17th||Modify Memory, Legend Lore|
You gain the following two Channel Divinity options.
Drain Mind. You use your channel divinity to attempt to steal the mental fortitude of a single creature within 5 feet of you. The creature must make an Intelligence saving throw. If the creature fails its saving throw, its intelligence is reduced by 2d6 + your Charisma modifier for 1 hour. If its intelligence is reduced to 0, it falls into a catatonic state for the duration. Your intelligence score temporarily increases by half the drained fortitude, until an hour has passed. This temporary increase can go past the normal limit 20 points.
Turn the Unthinkable. You use your holy symbol to create a pale light that emanates dim light for 30 feet around you, the ancient bane of the Deep Horrors. Any Aberration or Fiend within 30 feet of you must make a Wisdom saving throw. On a failure, the creature is turned for 1 minute.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Aura of Clarity
At 7th level, you exude a sense of mindfulness and logic even amongst the chaos of combat. You and friendly creatures within 10 feet of you cannot be confused.
At 18th level, the range of this aura increases to 30 feet.
At 15th level, you can sense the basic intentions of a creature you have drained. When you attack a creature who is affected by your Drain Mind ability, you have advantage on the attack, since you know their strategies and have some of their knowledge.
Additionally, you can speak whatever languages the creature you have drained could speak for as long as you have its temporary Intelligence points.
Using your Action, you can assume the form of the truest deep sentinel- the Pale Lantern. Your flesh turns a dull grey or blue, a cloak of shadow billows around your feet and arms, and your weapons and armor emanates dim light for 60 feet in any direction.
For one minute you gain the following properties:
You gain a swim speed of 60 feet.
You know the alignment, true identity, thoughts, and emotions of any creature touched by the pale light. It also reveals the true forms of any creatures or objects it touches. The light dispels any magical illusions, invisibility, or darkness it touches.
If a creature tries to target you with an attack or spell, they must succeed on an Intelligence saving throw or become dazed for the remainder of their turn. Spells that are prevented from being cast in this way to not use a spell slot. A creature inside the pale light makes this saving throw at disadvantage.
Once you use this feature, you can't use it again until you finish a long rest.
The Diver archetype is given to the Rangers who dare to explore the unexplored, to plunge into the cloudy depths with sharp wit and sharper blade. They stand at the great precipice of the world, facing the drop-off of the grand continental shelves, and they stare to the bottomless pit of the deep ocean without fear. Stalwart in their defense, Divers learn to navigate careful cave systems and fell lairs to track down lurking monsters, and to charm nearby animals into fighting alongside them.
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Diver Spells table. The spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.
At 3rd level, you learn the secret of other Divers. You can invoke a magical ritual for one hour, imbuing a single, non-magical gem, pearl, crystal, or other valuable with a unique enchantment. This object, while within 30 feet of you, allows you to breathe and cast verbal components for spells underwater. You can use this object as your Druidic Focus.
If object is destroyed, you can spend 1 hour and 10 GP crafting a new Diving Focus.
Additionally at 3rd level, you have learned to implore nature to assist you in both combat and in searching for help. You can spend a minute to call forth the surrounding wildlife to assist you, magically summoning some from the Feywild or Feytides if there are none within 5 miles of you. You can only create wildlife that would be native to your environment (e.g, you could summon a swarm of rats in an urban sewers, or a reef shark while underwater).
When you summon a creature in this way, you may give them one command, choosing from the list below, which they follow until completion, until they move more than 300 feet away from you, or until this charm effect ends for them. You have a pool of CR that you can designate the beast or swarm to be, starting at 1 CR, and you can always summon CR 0 creatures. You restore all points of challenge rating after a long rest. For example, you can summon a creature that is Challenge rating ½, then you can summon two challenge rating ¼ creatures, along with any number of CR 0 creatures. CR 0 creatures summoned cannot be used in combat.
Animals immune to charm effects or who have an intelligence of 4 or higher are immune to this ability. You maintain this charm over the creature(s) for a number of hours equal to your Ranger level. The charm fades if you or one of your allies attacks the creature, in which case it would act as appropriate for its species.
You can maintain simultaneous charm over a number of creatures equal to your wisdom modifier. Your CR pool for summoning beasts increases to 1½ at level 6, 2 at level 10, and 3 at level 14.
Seek Object or Creature
The summoned creature stays in the periphery, searching within the 300 foot radius for a single object or creature who you must describe to it. It gains advantage on this search if you have a piece of the creature or object, such as a lock of hair, or if you can somehow speak and describe the object to it, perhaps with the Speak with Animals and Plants spell. The animal sends you a telepathic location of the object once it finds it, then is freed of the charm and acts as it would naturally.
The summoned creature stays nearby you, determined to protect you and your party. In combat, it has its own initiative count and attacks any creature who has shown itself to be aggressive towards one of the creatures it is designated to protect. It protects until it dies, the charm ends, or it becomes separated from the caster by more than 300 feet. A CR 0 creature will not obey this command.
Duck and Weave
At 7th level, you have adapted your fighting tactics to allow you to use your Ally to full defensive advantage. When you are within 5 feet of one of your Nature’s Allies, you can use Dodge, Help, or Disengage as a bonus action.
At 11th level, when you or one of your Nature’s Allies hits with an attack of opportunity, the target must make a Strength saving throw versus your spell save DC or have their movement speed immediately reduced to 0 until the beginning of your next turn.
At 15th level, when an enemy would hit you with an attack or spell that targets a single creature, you can use your reaction to magically switch places with one of your Nature’s Allies if it is within 30 feet of you. The enemy’s attack automatically hits your ally, regardless of your ally’s AC. The ally makes their spell save at disadvantage.
You can also use this ability to switch yourself if one of your Nature’s Allies is targeted with an attack, with the same conditions applicable to you.
There are many tables that list the amount of creatures in an area, but I would suggest using the list of Known Wild Shapes in Xanathar's Guide to Everything (p. 24), since it isolates common beasts by CR and environment.
Rogue: Ruins Explorer
You have learned the skills to seek out treasure deep beneath the sea. You are at home searching through the reef-encrusted bellies of long-lost galleons, or sneaking through the decks of a barnacle-ridden ghost ship.
Using a combination of natural magic and strong swimming, you find yourself easily able to find these long-lost wrecks- and to survive the dangers within.
Ruins Explorer Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.
Cantrips. You learn 3 cantrips of your choice from the Druid spell list. You learn another Druid cantrip of your choice at 10th level.
Spell Slots. The Ruins Explorer table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell 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 Detect Magic, and have a 1st-level and a 2nd-level spell slot available, you can cast Detect Magic with either slot.
Spells Known of 1st-Level or Higher. You know three 1st-level druid spells of your choice, two of which must be from the Divination or Transmutation spells on the druid spell list The Spells Known Column of the Ruins Explorer Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or second level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of your druid spells with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you are replacing a spell gained at 8th, 14th, or 20th level.
Whenever you gain a level in this class, you can replace one of your druid spells with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you are replacing a spell gained at 8th, 14th, or 20th level.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you gain these spells through a connection with the wilds around you. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Pilfered Magical Secrets
Due to your crafty mind and ability to manipulate basic magic, you can use Spell Scrolls and magic items from any class, although you still must meet the spellcasting level of a spell scroll or have to make a spellcasting ability check, using your Wisdom modifier as your spellcasting ability.
Additionally, you can use your bonus action granted by your Cunning Action to use a spell scroll or activate a magical item with an activation time of 1 action.
At 9th level, due to your manipulation of natural magic, you have learned to change yourself to fit your environment. You know the Alter Self spell, and it does not count against the Ruins Explorer spells you know.
Additionally, when you cast Alter Self, you become camouflaged, gaining the effect described below.
Camouflage. You blend into the environment around you. While you are not moving, you gain a bonus to your stealth checks equal to your spellcasting ability modifier, and you can attempt hide so long as no creature is actively looking at you, blending into the environment around you.
This does not affect creatures who are not depending on sight to sense you.
At 13th level, after training heavily in the magics of foresight, you have learned when a creature will be vulnerable, and how to telepathically communicate that weak spot to an ally. When an ally within 30 feet of you hits a creature with an attack before you hit a creature with an attack during this round, you can use your reaction to grant their attack your sneak attack damage as if they were a rogue of your rogue level. They must have the regular prerequisites to add sneak attack damage (such as being hidden at the beginning of their turn, or having another hostile creature adjacent to it).
You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of Instruction after a long rest.
At 17th level, due to your extensive experience with finding and stealing magical artifacts, You have advantage on Sleight of Hand checks made to steal or pickpocket a magical item, spell scroll, potion, or other magical object, and can do so as a bonus action granted by your Cunning Action. Additionally, whenever you successfully steal a magical item, you can use your reaction to instantly end the owner’s attunement to the object (if any) and instantly attune yourself to the object (if required).
When you attune to an object in this way, you instantly know how to use the object or artifact, although if it is an object that requires Awakening, it is attuned Dormant to you. If you already have three objects attuned to you, you can designate one to un-attune to once succeeding with this ability. You do not reveal curses in objects by attuning in this way.
An organic power runs through your veins, one inexplicably linked with the grand oceans. Your innate magic is directly related to the ocean’s soul in your veins, connecting you with a large network of organisms that can be overwhelming to some. Your body acts as a closed ecosystem, magically inhabited by thousands of coexisting algae and microorganisms who grant unprecedented magical recovery, as well as the ability to manipulate the internal functions of other organic creatures around you.
Your body is flowing with small, magical microorganisms that constantly keep you in top health, making you immune to disease and resistant to poison damage. You gain one or more physical aspects of your body which betray this fact, such as your skin being a slightly green color, your eyes changing color constantly, or instead of hair, you grow as a plant-like algae on your head.
Additionally, your body regenerates your lifeforce at a surprising rate while resting. When you roll hit die to regain health while taking a short rest, you can reroll any number of die once and you must use the second number.
Your kinship with the smallest form of life allows you to infect and manipulate the bodies of others. When you hit with a spell that requires a melee spell attack, you can use a bonus action to begin to manipulate their internal functions. For the next minute, the designated creature has disadvantage on all Constitution saving throws and any saving throw forced by a spell you cast.
You can only have one creature infected by this ability at a time. This ability has no effect on constructs or undead, and it does not affect creatures who are immune to disease.
Beacon of Life
At 6th level, your body begins to stitch itself back together at an incredible rate. After casting a spell of 1st level or higher on your turn, whenever you end your turn and you do not have all your hit points, you regain a number of hit points equal to half the level of the spell cast (rounded up) + your Charisma modifier. This ability does not occur if you are poisoned or if you unconscious.
At the beginning of this turn, when you regain hit points due to this ability, you can spend 2 Sorcery points to have any number of creatures you choose within 30 feet of you regain the same amount of hit points.
Aura of Infection
At 14th level, your reach extends to the microorganisms in the air or water around you. If you hit a creature with a ranged spell attack, you can designate them as infected as with your Infect life feature. If a creature would be immune to infection due to immunity to disease, you can spend 2 Sorcery points to infect them anyway.
Additionally, any creature you designate who enters within 10 feet of you or begins their turn within 10 feet of you must make a Constitution saving throw or become poisoned for 1 minute. They can remake this saving throw at the end of each of their turns, the effect ending for them on a successful save. Once they succeed on their saving throw, they are immune to this ability for the next 24 hours. This ability has no effect on constructs or undead, and it does not affect creatures who are immune to disease. You must be conscious for this ability to take effect.
At 18th level, you have learned to manipulate the microorganisms in the air to craft an unstoppable pathogen. You can now designate any creature as a target for your Infection, even if it is immune to disease, or even if they are constructs or undead. When your spell deals damage to a creature who is infected, you can spend 3 Sorcery points to force the creature to make a Constitution Saving throw or take maximum damage from the spell.
You may only spend sorcery points in this fashion once per turn.
The dark oceans hold many alien and unnamable creatures who hold sway over much of the world through their gripping, writhing might. These creatures, terrible as they may be, are all considered to be Leviathan, and their motivations are rarely benevolent, although a Leviathan may consider allowing a mortal its strength if it were to spread the call of the tides to the rest of the world.
Beings of this sort include Sekolah; Davy Jones; Scylla, the transformed monster; Ran, the Drowner ; particularly powerful Krakens, Sea Dragons, Dagons, and other such entities, and many other creatures who have no name as they have never been seen by mortal eyes.
Expanded Spell List
|1st||Create or Destroy Water, Command|
|2nd||Alter Self, Pass without Trace|
|3rd||Water Breathing, Lightning Bolt|
|4th||Evard’s Black Tentacles, Control Water|
|5th||Seeming, Planar Binding|
Presence of the Deep
Your patron has given you the power to make yourself into a terrifying visage of the deep, with your body dripping salt water and your eyes turning to an inky black. When you activate this ability, you gain advantage on all Intimidation checks made against a creature who can see you for 1 minute.
Additionally, one creature of your choice within 60 feet of you who can see you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. If they end their turn after breaking line of sight with you, they can attempt to remake this saving throw, ending the effect on them on a success. If you reduce the creature who is afraid of you to 0 hit points, you can use your reaction to select a new target who can see you within 60 feet of you. The new target must make a Wisdom saving throw or become frightened of you for 1 minute, or until they are reduced to 0 hit points, in which case you can designate yet another target.
Once you use this ability, you cannot use it again until you complete a short or long rest.
At 6th level, you have learned to use your own blood as a viscous extension of the Deep. When you are hit by an attack, you can use your reaction to cause your blood to turn black and coagulate, reducing the damage dealt by 1d12 + your Charisma modifier. If you reduce the damage to 0, the blood becomes a solid as steel, providing a bonus to AC equal to your Charisma modifier until the beginning of your next turn.
Once you use this ability, you cannot use it again until you complete a short or long rest.
At 10th level, you become more imbued with the Deep. You are constantly covered with salt water that fades soon after it drips off of you. Due to this, you cannot be grappled or effected by physically restraining spells such as Entangle or Grasping Vine while you are conscious.
You can choose to end or start using this ability as a Free Action on your turn.
Grasp of the Deep
By 14th level, as an Action, you can designate one creature within 60 feet of you that you can see and who is frightened of you. Watery, squid-like tentacles appear out of a portal you conjure within 5 feet of them and drag them down into the darkest part of the Elemental Plane of Water, directly into the lair of your patron.
While there, the creature is suspended in infinite water and cannot breathe unless they can breathe salt water. They are restrained and they take 2d8 bludgeoning damage from the constricting tentacles every time they start their turn there. When they break free of their frightened state, they appear back in the spot where the portal to the plane originated from, prone and drenched in water. You must concentrate on this ability as if you were concentrating on a spell, although you can simultaneously concentrate on this and the ability that keeps the target afraid if you have to.
Once you use this feature, you cannot use it again until you have completed a long rest.
Wizard: School of the Elements
The Wizards who live along the coasts realize a simple truth as they study- the elements of this world live and breathe. Water, fire, and air are inexplicably linked, and it is through that link that great power can be achieved. Elementalists learn to specialize in these powerful elements, using one to empower the other, and synergizing their own elemental magics with those of other casters around them.
The gold and time that you must spend to copy a spell that deals fire, lightning, or cold damage into your spellbook is halved.
After learning the strengths that the elements have within them, you can tap into a special pool of magic called Elemental Imbalance. When you hit with a spell attack that deals fire, lightning, or cold damage, you can choose to add 1d8 extra fire, lightning, or cold damage (your choice) to that attack’s damage, plus an additional 1d4 for each Imbalance point you have accrued at that point. The extra damage added on cannot be the same as the damage originally dealt with the attack. When you do so, you gain a point of Imbalance.
From then on, until your next long rest, immediately after you cast a spell of 1st-level or higher that deals fire, lightning, or cold damage, roll a d20. If the roll is equal to or less than your number of Imbalance points, the spell fails, and you suffer an overcharge of elemental energy, immediately take 1d8 points of damage for every Imbalance point you have (of the damage type potentially dealt from the failed spell). Your number of Imbalance points is then dropped to 1. If you roll a natural 20 on your Imbalance check, you have advantage on the triggering spell attack, if there is any.
You can use this ability a number of times equal to 1 + your Intelligence modifier, regaining all uses after completing a short rest. You cannot have more Imbalance points than double your level or 20, whichever is lower.
When you complete a long rest, you can choose to drop your Imbalance points to 0.
Shroud of Power
At 6th level, your harnessing the strength of certain elements allows you to gain some defenses against them. When you cast a spell of 1st-level or higher that deals fire, lightning, or cold damage, you can siphon a little bit of that power to stay as a wispy shroud around you. While you have the shroud up, you have resistance to the type of damage you had cast to create the shroud, and when you are hit by an attack where your attacker is within 60 feet of you, you can use your reaction to force the attacker to make a Dexterity saving throw or take 1d8 elemental damage of the type your shroud is made of.
The shroud fades after 1 minute, and does not grant any resistance against damage dealt by an Imbalance Overcharge.
Once you use this ability, you must wait until you complete a long rest to use it again.
At 10th level, you have learned how to manipulate the inner-workings of a creature’s body to create perfect openings for your elemental spells. When you use your Imbalance feature on a creature, they lose any resistance they might have to fire, lightning, or cold damage for the duration of that attack. If they are immune, they still take half damage, as if they were only resistant.
At 14th level, you can steal the elemental strength from other creature’s attacks through your shroud. When you are hit by an attack that deals fire, lightning, or cold damage while you have your Shroud of Power around you, you can use your reaction to reduce the damage by 2d8 + your spellcasting modifier.
Additionally, if the ability was a spell, make a spellcasting ability check equal to 10 + the spell's level. If you succeed, you regain an expended spell slot equal to the spell’s level, to a maximum of 5th level. Otherwise, you regain a spell slot of first level.
When you use this ability, you can choose to change your shroud to the type of Element that you reduced damage from.
Spells with Multiple Elements
Some spells, such as Chromatic Orb or Prismatic Spray, can deal a different form of damage type depending on how the spell was cast. If any those damage types include fire, lightning, or cold damage, it is considered an Elemental Spell for the purposes of Elemental Savant.
However, once cast, it is only considered an Elemental spell if the effect would deal fire, lightning, or cold damage. For example, a Chromatic Orb that deals acid damage cannot be effected by Elemental Imbalance, while a Chromatic Orb that deals lightning damage would.