Embodiment of the Seashell

by Drago170

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Embodiment of the Seashell

Emodiment of the Seashell

For many dragons the skies were always their home. Riding upon the wind currents as the soar the skies like the mighty kings they are, but some particular dragons make their homes else where. For these Demi-Dragons, they forgo their wings to rule over the vast but mysterious sea, making any sailor who dares enter their waters without their permission shall be crushed under the weight of the sea.

Breath of the Sea

3rd level, Demi-Dragons who embrace the power of the sea can call upon it's power and spew out large gallons of water from their mouthes at high speeds and imbuing it with their natural elemental power.

When you use your Dragon's Breath each creature in the area of effect must make a Strength saving throw against your Dragon Spark DC or be pushed a number of feet equal to the half the damage dealt by Dragon's Breath rounded up and the ground in the area of effect becomes soaked in water.

Additionally if a creature would be pushed and fall, they are knocked prone, or if they were pushed into an object or wall, they take 1d4 damage determined by your DM.

This damage inceases to 2d4 at 6th level, and again at 10th(3d4) and at 17th(4d4) level.

The Sea in exchange for the Sky

At 3rd level When you embraced the sea you have lost your ability to soar the skies like your ancestors, but in exchange you gained something more fitting of a creature of the sea.

You permanently lose your ability to Glide/Fly, but in exchange you gain a +5 to your AC and have a swimming speed equal to the Gliding/Flying speed you would of had in your class, and have the ability to breath underwater. You also ignore any difficult terrain that involves water like mud.

Additionally you also gain the ability to retreat into your shell. As a reaction when a creature attacks or casts a melee range Attack/Spell, you can use your reaction and make a Constitution saving throw against their DC. The Melee Attack DC is equal to 10 + their Attack Modifier while the Spell is the caster's normal Spell Save DC. If you succeed you receive half damage from the attack.

You can use this feature a number of times equal to your Proficiency Bonus.

Expanding Sea

At 6th level your breath is as expansive as the sea itself. When you use your Dragon's Breath you can increase the width of the attack by 5ft if it's a line, or if it's a cone, increase it's range by that amount.

You can only use the feature a number of times equal to half your proficiency bonus and you regain uses after you finish a short or long rest.

When you reach 10th level you increase the width/range by another 5ft (10ft), and again at 17th level (15ft).

The Sea King's Power

At 6th level as the Sea's master the very water empowers you. When you enter a body of water that is 5ft or more deep, you gain the following benefits.

  • You gain advantage in stealth checks made to hide while in a body of water.
  • You have advantage on Investigation, Survival, and Perception checks when looking for things under the water's surface.
  • You can dash as a bonus action while in water. You can only this feature twice before you have to finish a short or long rest.

At 10th level in this feature, you gain an additional reaction only used when making an opportunity attack against a creature while in a body of water.

The Sea King's Demand

At 10th level the very sea itself obeys your very command.

As a bonus action you can order the water itself to push, pull, or sink creatures. When you use this, creatures of your choice within a 30ft radius of you that are in a body of water that's 5ft or more deep, must make a Strength saving throw against your Dragon Spark DC or be pushed 10ft in any direction of your choice except places where there is no water like up in the open air or to dry land. If a creature would be pushed towards land, they stop at the very edge of it and can use their reaction to climb out of the water, if the land is higher up and requires them to make an Athletics check to climb out of the water, you can give them advantage on that check. Creatures who touch the bottom of the water that's 5ft deep have their bodies forced to lay down on the water bed and are knocked prone but can get up by spending all their movement, but creatures in bodies of water that are 10ft or deeper, whether they hit the bottom or not, cannot swim back up to the surface. Creatures under the surface have to make another Strength saving throw during the start on each of their turns, being able to swim back up to the surface on a success. Objects that are a size catagory equal to or smaller then yours that are caught in this effect that are not being worn or carried are also pushed in the direction you chose. This use of the feature cannot be used again until the end of your 3rd turn.

The Sea King's Wrath

At 17th level you can call upon the sea to unleash a devastating storm to smite your foes.

When you use this feature, you summon a storm as if you casted the Control Weather spell without needing to use material components. The effects are immediate and the conditions for this weather phenomenon are Torrential Rain, Cool/Warm (Your choice), and Gale at double the duration of the Spell and does not require concentration to maintain, and you are not effected by the the storm itself. While the storm is active you gain one of the following effects.

  • As a Action you can call upon a lightning strike at a target within a 60ft range. A creature struck by this attack must make a Dexterity Saving throw or take 10d6 damage lightning damage on a failure, or half as much on a success. You regain a use of this feature at the end of your 3rd turn.
  • As a reaction when a creature or more uses it's movement to move away or close to you, you can use your reaction to summon a gust of wind to either push or pull a creature(s) towards you. Creatures within a 20ft cone must make a Strength saving throw or be pushed 10ft closer or farther from your, your choice.
  • During the duration of the storm you begin to flood the land. At the end of you 6th turn, the water level within the storm's radius begins to rise by 5ft to a maximum of 20ft. When the storm ends, the water level begins to drop by 5ft every 30 minutes, 10 minutes if the weather is hot and dry.

You can end this effect early by using your action. You cannot use this feature again until a week has passed.

 

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