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# Wavemaster (Fighter) Born out of the eddies of fate, Wavesmasters are those warriors that has been vested by the eternal sea. Many times these individuals encounter a potent relic, like a Tempest in a Teapot or the Trident of Seven Leagues. While others are sucked into the deep by the uncaring maelstrom. Regardless, they learn their lessons well that water is not just life sustaining, but life ending. It’s deep, dark, and with little mercy. Native born denizens of the deep blue find a sort of camaraderie in their erstwhile cousins. Challenging them and showing off how much they have to learn. All the while secretly jealous of the power that they will inherit. For a mortal with the power of the bottomless depths behind them is terrible indeed. Water can be many things to many people and thus Wavemasters are no different. Some are quite active and turning, where others are still and cruel. It matters not, for water merely is. ### Wavemasters Features | Level | Feature | |:----:|:-------------| | 3rd | Punishing Waves, Shoaling | | 7th | Submariner | | 10th | Maelstrom | | 15th | Fluidity | | 18th | Deep One, Planar Native | Art Credit - [Christain Amiel Miranda](https://www.artstation.com/artwork/aamlk) #### Punishing Waves Upon choosing this archetype at 3rd level, when a creature within reach misses you with an attack, you may use your reaction and attack them with advantage. This effect can be used once per turn. You may use this ability a number of times equal to your Dexterity modifier (minimum of one). You regain all expended uses after a long rest.
Art Credit - [artofjokinen](https://www.deviantart.com/artofjokinen/art/Underwater-Ruins-265381885) \columnbreak #### Shoaling At level 3, you become proficient in either Survival or Acrobatics, and you learn the Primordial language. You also are able to breath underwater and do not suffer disadvantage when fighting underwater. #### Submariner At level 7, you become resistant to cold damage and gain a swim speed equal to your walking speed. While underwater you may communicate telepathically with anyone you can see within 30 feet. This communication is broad casted out for everyone to hear at once, as if you were speaking on land. #### Maelstrom At 10th level, when you use your Second Wind feature, you can create a vortex of frigid water. A mass of 5-foot-deep water appears and swirls in a 20-foot radius centered on you. The vortex lasts for a number of turns equal to your proficiency bonus. Any other creature within the Vortex has its speed halved while in the area. Any creature that starts its turn there must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be dragged 10 feet toward you and take 1d6 cold damage. If they succeed on the saving throw, they \columnbreak take 1d6 cold damage. #### Fluidity At 15th level, when you use your Action Surge, you are immediately freed from any nonmagical restraints or grapples. Until the end of your next turn, you gain 10 feet of movement and any attacks against you has disadvantage. #### Deep One At 18th level, difficult terrain based around water no longer costs you extra movement. You may now take the Dash action as a bonus action, so long as you are submerged in water not created by you. You also can use your action to create a 15-foot cone of freezing water extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw (DC equal to 8 + your proficiency modifier + your Dexterity modifier). A creature takes 3d6 bludgeoning and 3d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed drop to zero until the start of your next turn. This latter ability cannot be used again until you finish a short or long rest. #### Waterbound At 18th level, you may cast the spell *Plane Shift* without the need for verbal, somatic, or material components. The spell can only take you and others between the Plane of Water and the Prime Material Plane. You cannot cast this spell again until you finish a long rest.