Note
This document includes a list of revised a new subclasses with nautical and pirate themes.
Subclasses Included
- Circle of the Sea Druid
- College of Siren Bard
- Path of the Depths Barbarian
- Oath of the Open Seas Paladin
- Ocean Domain Cleric
- Sea Sorcery Sorcerer
- Wave Strider Ranger
Circle of The Seas
Druids of this aquatic circle are often consisted of Tritons and Sea elves. They act as guides and keepers of the natural order of aquatic life. Some help to protect under waters citadels to be discovered easily or heal animals injured by the horrors that lie deep in the seas.
Circle Spells
When you join this circle at 2nd level, you have formed a connection with the seas themselves. Your link grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Seas Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
| Druid LvL | Spells | |
|---|---|---|
| 2nd | Fog cloud | Create or Destroy Water |
| 3rd | Beast sense | Vortex Warp |
| 5th | Tidal Wave | Wall of water |
| 7th | Control Water | Summon Elemental (water only) |
| 9th | Hold Monster | Greater Restoration |
Blessing of The Seas
Also at 2nd lvl, you learn to harness the natural energy of the sea for yourself and your allies. As a bonus action, you may expend a use of your wildshape to grant yourself and a number of allies equal to your wisdom modifier that you can see within 30 feet of you the Blessing of The Seas. Granting them the following benefits:
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Aquatic Affinity: Affected creatures gain a swimming speed equal to their walking speed and can breath under water.
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Like water: Affected creatures have advantage on skill checks to resist or break out of the grappled or restrained condition.
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Bolstered: Affected creatures gain a number of temporary hitpoints equal to Druid lvl + wisdom modifier.
These effects last for 1 minute and will end sooner if you wish or become incapacitated.
Water Witch
Starting at 6th lvl, you can weaken your enemies to prepare to to face the wrath of the sea. Once per turn when you hit a creature with a druid cantrip such as ray of frost or thornwhip, you can mark them for the wrath of the sea. Until the end of your next turn whenever that creature takes lightning, cold, or thunder damage, they take an additional 2d6 of said damage type.
Improved Blessing of the Seas
At 10th lvl, the power granted by the blessing of the seas grows and grants resistance to cold, thunder and lightning damage to affected creatures. Additionally, they get a bonus 10 feet of movement speed while blessed by the sea.
Embodiment of the seas
At 14th lvl, you may temporary tap in to the link between yourself the elemental plane of water and become one with water. Allowing you take a greater form.
Once per long rest, you may expend both uses of your wild shape and take the form of Avatar of the Seas.
Avatar of The Seas
Huge Elemental
- Armor Class 20
- Hit Points 270
- Speed 40 walking, 40 swim
STR DEX CON INT WIS CHA 24 (7) 16 (3) 20 (5) 16 (3) 18 (4) 16 (3)
- Saving Throws Strength, Constitution
- Skills Athletics
- Damage Resistances Cold, Poison, Lightning, Thunder
- Damage Immunities Bludgeoning
- Condition Immunities Restrained, Prone, Paralyzed, Grappled, Charmed, Poisoned, Exhaustion, Petrified, Unconscious
- Senses 240ft darkvision, passive perception of 13
Actions
Multiattack. The Avatar makes 2 slam attacks or 1 slam and one tidal wave attack.
Slam. Melee: +9 to hit, 10 feet Reach, one target. Hit: 4d8 + 6 Bludgeoning Damage.
- Tidal Wave Special: The avatar casts the Tidal Wave spell at 3rd lvl at will. Save DC= 18
You retain this form for 10 minutes or until its hitpoints are reduced to 0. After which you turn back to your original form in an unoccupied space.
Notes
The Circle of the Sea druid found in PHB 2024 is not very compatible with 2014 and also has questionable design choices. This revision improves on the idea and makes it compatible with druid 2014.
College of Siren
Adherents of the College of Siren master the arts of persuasion and speech. While not mesmerizing people with their voice, they focus on crafting well-reasoned, well-spoken arguments. They ensure that their words can be heard even in the most dire situations.
Notes
The college of Siren replaces College of Eloquence and revises them to be a more thematic and balanced subclass.
Unsilenced
Starting at 3rd lvl when you choose this subclass, your voice is imbued with magical property which allows your words to always be heard. You learn the message cantrip and you can not be silenced by magical means such as the silence spell. Additionally if a creature within 60 feet of you is temporary deafend, they can still hear your voice and understand you.
Unsetteling Words
Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. You may use your bardic inspiration in this way a number of times equal to your proficiency bonus. After which you must take a long rest to use it in this way again.
Universal Speech
At 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
Silvered Tongue
Also at 6th lvl, your words can plant ideas in the minds of others. You can cast the Suggestion spell at 2nd lvl with only verbal components for free a number of times equal to your Charisma Modifier.
You regain all expended uses after you finish a long rest.
Siren's Song
At 14th lvl, you may present your speech while subtly influencing the minds of others with magic. As an action you can speak your mind inside a siren's song. All creatures of your choice within 60 feet of you must succeed on a wisdom saving throw or be charmed by you. Perceiving you and your allies as friendly until the song ends.
As the same action, you may issue a command to them similare to the command spell, however, the command can be up to 5 words long.
On subsequent turns, you may continue this song for up to 10 minutes.
If you or any of your companions damage a creature affected by this song, the effect ends and they become immune to it for the next 24 hours.
Once you use this feature, you must finish a long rest to use it again.
Path of the Depths
Encounters with horros of the deep or displeasing the gods of the seas has put a terrible curse on you that is slowly changing you forever. Such matters might slowly break weak minds and bodies but Barbarians of this path learn to push forward despite how worse their situation gets.
Notes
Path of the Depths originally was very similare mechanically to path of the Beast, hence this rework will make it to function differently with a bigger focus on slow transformation and a curse of the sea.
Gift of the Drowned Ones
At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.
Curse of the Sea
Also at 3rd lvl, the curse of sea starts to take effect on you. Your body slowly changes and makes you become a horror of the seas yourself.
These physical changes remain forever and can not be cured by any means, but once you enter your rage, you can use your monstrous nature to your advantage.
Choose one of the following options. You must choose another option once you reach 6th, 10th and 14th lvl in this class.
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Leviathan Scales: Your skin hardens like the scales of a leviathan, increasing your Armor Class by 2 while in rage.
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Eyes of the Deep: Your eyes change shape and become more akin to that of an angler fish. You are more aware of your surroundings and gain a blind sight up to 10 feet while in rage.
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Kraken's Arms: Your arms change into two large tentacles. while in rage, these tentacles count as natural weapons that deal 2d8 bludgeoning damage and have a reach of 10 feet. You can no longer wield a weapon.
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Soul of the Jörmungandr: You lose the ability to feel many emotions. You gain advantage against all effects that would cause you to be charmed or frightened.
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Heart of the Hydra: The blood in your veins become dark and thick that poses the amazing healing of a Hydra. On your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level once every time you rage.
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Body of the Sea Serpent: Your legs transform into a snakelike tail. while in rage Your walking speed and swiming speed increase by 15 feet.
Dredge Monster
At 6th lvl, you become akin to fighting underwater. While in rage, You can throw weapons underwater without disadvantage. Additionally, once per turn when you make an attack roll against a creature you can force a large or smaller creature to succeed on a strength saving throw against save DC = 8 + proficiency Bonus + Strength bonus. Otherwise, you can move with the creature 10 feet in a horizontal direction. (If underwater, you may move with the creature in any direction)
This movement does not trigger opportunity attacks.
Ghostwater Dive
Beginning at 10th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Constitution modifier before you need to finish a long rest.
Horror Incarnate
At 14th lvl, the effect of the sea curse become much more stronger during rage. Whenever you enter your rage, your body contorts and changes shape into an absolute monster. Your size increases to large, and all creatures within 60 feet of you that can see you must succeed on a wisdom saving throw against save DC = 8 + proficiency modifier + Strength Modifier or become frightened of you. While frightened in this way, their movement speed is reduced to 10.
Oath of The Open Sea
The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.
Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities such as the Wildmother or the Stormlord who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.
Notes
A full revision on all paladin subclasses will come later which makes their subclass come online at lvl 1. I believe this not only makes more sense for the theme of the class, but also mixes things up with other martial classes.
Tenets of the Open Sea
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No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.
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Trust the Skies. The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.
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Adapt like the Water. The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.
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Explore the Uncharted. The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.
Avid Swimmer
Starting at 1st lvl, you are a well seasoned swimmer. You have a swimming speed equal to your walking speed. additionally, you can hold your breath under water twice longer than normal.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin LvL | Spells | |
|---|---|---|
| 3rd | Expeditious retreat, | Create or Destroy Water |
| 5th | Misty Step | Augry |
| 9th | Water Breathing | Call lightning |
| 13th | Control Water | Freedom of Movement |
| 17th | Control Winds | Skill Empowerment |
Channel Divinity
Starting at 3rd level, you gain the following two Channel Divinity options.
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Marine Layer. As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).
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Fury of the Tides. As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.
Aura of Liberation
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
Crashing Wave
At 15th lvl, you call on the force of the seas to aid you. When you take the dash action, a strong wave follows you. You can move through a space that is occupied by a large or smaller creature (But not stand in) and any creature you pass through must succeed on a strength saving throw against your spell save DC or take 1d12 bludgeoning damage and be knocked prone. (creatures can be effected by this only once per turn)
Mythic Swashbuckler
At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:
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You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
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If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
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You can take the Dash or Disengage action as a bonus action.
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You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.
Once you use this feature, you can’t use it again until you finish a long rest.
Ocean Domain
The Gods of the Ocean domain seek to protect those who traverse the seas and guide them on their journeys (Valkur and Deep Sashelas) or seek to drown anyone that dares set sail in their territory with utmost force. (Umberlee). The clerics of this Domain however, are all gifted the power to command water and use the secrets of the depths.
Ocean Domain Spells
| Cleric lvl | Spells |
|---|---|
| 1st | Create or Destroy Water, Armor of Agathys |
| 3rd | Rime’s Binding Ice, Air Bubble |
| 5th | Wall of Water, Water breathing |
| 7th | Watery Sphere, Control Water |
| 9th | Destructive Wave, Bigby's Hand (formed out of water) |
Bonus Proficiency
Starting at 1st level, you gain proficiency with heavy armor, Glaive, Trident. (If you use weapons and armors revised: Sword Spear and spit as well).
Guardian of the Seas
Starting at 1st lvl, you have been blessed with the might to traverse the waters and punish those who disturb peace in the waters. You gain the following benefits.
- You gain a swimming speed equal to your walking speed. Additionally, once you reach lvl 3, you can breath underwater.
- You know the shape water cantrip, This cantrip doesn’t count against the number of cleric cantrips you know.
- If you wield a Trident or a spear, it uses a 1d8 damage die once used one handed and 1d10 once used two handed. Additionally, its thrown ranged is increased to 60/120 and if you throw it, it will teleport back in your hands at the end of your turn.

Channel Divinity: Wrath of the Ocean
Starting at 2nd level, you can use your Channel Divinity to showcase the power of your god. As an action, you present your holy symbol and invoke the name of your deity. A powerful wave of water comes out from you and deals a number of 1d6 equal to your proficiency modifier cold damage to any creature of your choice within 15 feet of you. Additionally, each creature must succeed on a Strength saving throw against your spell save DC or be pushed 15 feet away.
Vicious Tides
Starting at lvl 6 as an action, you hold a melee weapon of your choice forward as you summon a vortex of water around it to launch yourself into the enemy. You move up to 20 feet in a straight line. Opportunity attacks against you triggered by this movement are made at disadvantage. You may target one creature within that line that is Large or smaller with a melee weapon attack. On a successful hit, the creature is dragged along with you, taking 1d6 bludgeoning damage for every 5 feet it is moved. If the creature collides with a wall or other solid surface, both the creature and the surface take damage based on the remaining distance you would have traveled with this feature. The distance you move with this feature increases at level 11 (to 30 feet) and level 17 (to 40 feet).
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, or lightning damage (your choice) to the target. When you reach 11th lvl and later 14th level, the extra damage increases by 1d8.
Improved Vicious Tides
Starting at 17th lvl, the power of your vicious tides feature becomes much stronger. You can now target huge or smaller creatures with it and additionally, you may use when you throw your weapon. Also, the damage dealt by how far the creature is moved is increased to 1d10 per 5 feet.
Sea Sorcery
The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.
Soul of The sea
At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.
Seafarer Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Seafarer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
| Sorcerer Lvl | Spells |
|---|---|
| 1st | Create or Destroy Water, Armor of Agathys |
| 3rd | Rime’s Binding Ice, Vortex Warp |
| 5th | Wall of Water, Tidal Wave |
| 7th | Summon Elemental (Water Only), Control Water |
| 9th | Destructive Wave, Cone of Cold |
When you cast a spell from your Seafarer spell list, you can put a curse on a creature you can see within 120 feet of you. Choose one of the options below.
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Reduce the creature's speed by 10 feet until the end of your next turn.
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Deal a number lightning damage equal to your Charisma modifier to creature and they can't take a reaction until the end of your next turn.
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If the target is moved by your spell, increase the distance by 15 feet.
Watery Defense
starting at 6th lvl, You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by half, and then you can teleport up to 30 feet to an unoccupied space you can see. Once you use this special reaction, you can’t use it again until you finish a short or long rest or spend 1 sorcery point to do it again.
Child of the Sea
Also at 6th lvl, you gain resistance to cold and thunder damage and can not be forcefully moved by non magical means.
Shifting Form
Starting at 14th level, you gain the ability to enter a liquid state while moving.
When you move on your turn, you do not provoke opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.
On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
Protective Vortex
Starting at 18th lvl, as an action, you can form a vortex of water, 30 feet high and in a 30 feet radius centered on yourself that lasts for 1 minute, Any creature of your choice within the area must succeed on a strength saving throw against your spell save DC or be pushed outside. The vortex blocks vision and projectiles like arrows, or firebolts.
If a creature wants to pass through the vortex they take 3d6 cold damage and must succeed on a strength saving throw or be pushed outside. Additionally, the vortex counts as difficult terrain for hostile creatures.
All allied creatures within the vortex's aura gain resistance to slashing, piercing and bludgeoning damage.
Once you use this feature, you can't do so again unless you expend 6 sorcery point or finish a long rest.
Cursing Spell
Prerequisite: Sea Sorcery
you may expend 2 sorcery and infuse your spell with a sea curse. All creatures within your spells radius have their speed reduced by 15 feet until the end of next turn.
Wave Strider Conclave
These seafaring rangers surf the seas for adventure. Learning to ride the crashing and dangerous waves to reach their destination and also to stay safe from monsters that lurk in the sea. These dashing adventurers are often helping others traverse the seas, but some can also be found on the shores.
Wave Strider Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wave Strider Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Lvl | Spells |
|---|---|
| 3rd | Create or Destroy Water |
| 5th | Vortex Warp |
| 9th | Water breathing |
| 13th | Control Water |
| 17th | Skill Empowerment |
Wave Walker
When you pick this subclass at 3rd lvl, you learn to ride the waters as if riding a horse. You can cast the water walk spell on yourself for free.
Additionally, you can take the dash action as a bonus action. When you take the dash action in this way, you form a small wave under your feet which you ride on. You can ram into a creature with this wave and deal 1d8 cold damage to them. the damage increases to 2d8 when you reach 11th lvl in this class.
Agile Surfer
Starting at 7th lvl, your agility in combat helps you avoid unnecessary danger. Opportunity attacks against you are made with disadvantage, and your walking speed is increased by 10 feet. You may choose to be resistant to either, lightning, thunder or cold damage from now on.
Surfer's Sweep
At 11th lvl, you learn how to use your enemies imbalance to your advantage. Once per turn when you hit a creature with a weapon attack roll you can force to succeed on a Dexterity saving throw against your spell save DC or be knocked prone.
Additionally, when a creature misses your with an attack roll, you gain advantage on your next attack roll against that creature.
Empowered by The Seas
At 15th lvl, you weapons are imbued by the sea. Choose either cold, lightning, or thunder. Your weapons deal an additional 2d8 of that damage type with each weapon attack.
Additionally, you gain resistance to that damage type.
Alternative Spell lists
Due to DnD 5e's lack of water themed spells, some of the spells chosen for these subclass's spell lists may not be very thematic. If you wish, you can change these spell lists using the water spells in Kibble's Tasty's Elemental Spells. written by Kibble's Tasty
Practice
Safe
Homebrewing
The arts used in this document were found randomely on the net and I have not found their original artist. If you own one of the arts used in this document rest assured this document won't be used to gain profit. This is a free document, created for fun for my own games and perhaps sharing with those who would like to check my revisions as well.
Cover Art: Skiorh