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Aquatic Archetypes
Bryan Holmes
for their countries. Pirates
tirelessly
cause conflict and chaos in their
often
but they operate under a banner
wake,
mutual trust.
of
contrast, the corsair instead focuses on seizing their
By
destiny. Sometimes called privateers, they might work for
own
authority or they might not. For the corsair, the high seas
an
all about the freedom to make their own path!
are
at 3rd level, you gain proficiency with Navigator's
Starting
and vehicles (water) if you did not already have them.
tools
you have advantage on any Strength (Athletics)
Additionally,
Dexterity (Acrobatics) checks made to move about a ship.
or
at 3rd level, you may use your bonus action to force
Starting
target to put more effort into defending themselves. Until
the
effect ends, the target has -2 to AC.
this
effect ends when the creature dies, when you end your
This
and the creature is not within reach of your melee
turn
or when you end your turn and have not damaged the
weapon,
this round.
creature
with a speed of 0, or that are incapacitated, are
Creatures
to this effect.
immune
can use this feature a number of times equal to your
You
modifier, minimum 1. You regain all expended
Constitution
of it when you finish a long rest.
uses
at 7th level, your body is naturally inclined to stay
Starting
thanks to your time on the seas.
upright,
have advantage on any saving throws or ability checks
You
avoid being knocked prone. Any time you succeed on such a
to
your AC increases by 2 until the start of your next turn.
roll,
can only gain this benefit once per round.
You
while aboard a ship you automatically succeed
Additionally,
any saving throws or ability checks to avoid being knocked
on
at 10th level, whenever you roll initiative and have no
Starting
of Corsair's Feint remaining, you regain one use.
uses
whenever you score a critical hit or whenever
Additionally,
reduce a creature to 0 hit points, choose a target within
you
feet who can see you. This creature must succeed on a
30
saving throw or gain the frightened condition.
wisdom
DC for this saving throw is 8 + your proficiency
The
+ your choice of your Strength modifier or your
modifier
modifier.
Dexterity
condition lasts until the target cannot see you, or until
This
at 15th level, whenever a creature is subject to your
Starting
they also suffer -3 to AC and gain the frightened
feint
condition.
creatures that are suffering from the
Additionally.
condition caused by you deal half damage to you on
frightened
weapon attacks.
all
Fighter Archetype: The Corsair
kingdoms hold fleets of ships, Many
by skilled sailors who work
manned
Scourge of the Seas
Call of Open Waters
completes a short or long rest.
it
Dread Corsair
Corsair's Feint
Sailors Step
prone.
Aquatic Archetypes - The Corsair
1
by those who tread upon the surface
unnoticed
The Fathomer is a wizard who seeks to
world.
the treasures far below the rolling
uncover
surface.
ocean
at the 2nd level, choose two of the following cantrips
Starting
add them to your list of known cantrips.
and
you add the following spells to your list of
Additionally,
spells. You can learn these spells when you level up, or
wizard
at 2nd level, you can use Intelligence (Arcana) instead
Starting
Strength (Athletics) checks when trying to swim. You can
of
Intelligence (Arcana) instead of Constitution to hold your
use
breath.
you gain proficiency with Navigator's Tools and
Additionally,
(water), if you did not already have them.
vehicles
at 6th level, whenever you are subject to fire or acid
Starting
you can use your reaction to cover yourself or an ally
damage
50 feet with a fine mist.
within
target gains resistance to fire and acid damage until the
The
of your next turn.
start
while underwater, you gain the benefits of
Additionally,
at 10th level, you can create a bubble of swirling
Starting
or air. This bubble is centered on a creature within 20
water
of you and extends outward a number of feet equal to 5
feet
your Intelligence modifier.
times
you create a bubble of air, creatures within can breathe as
If
normally would.
they
a bubble of swirling water, a creature without a swim
In
needs to make DC 15 swim checks. Any creature
speed
to leave the bubble needs to succeed on a DC 15
attempting
(Athletics) check. Once this effect ends, the bubble is
Strength
and the water flows like normal.
released
bubble lasts while you maintain concentration as
This
it were a spell.
though
can use this ability a number of times equal to your
You
modifier, minimum 1. You regain all uses after a
intelligence
rest. long
at 14th level, you can cast any spell from the
Starting
spell list, you can automatically treat it as though
Fathomer
used a spell slot one level higher than you did if you are
you
already casting it using a higher level slot.
not
can use this ability a number of times equal to your
You
modifier, minimum 1. You regain all uses of this
intelligence
Wizard Archetype: The Fathomer
deep waters of the world are teeming with The
Entire kingdoms and nations sit far
secrets.
the surface, and yet they go entirely
below
Fathom Dweller
Fathomer Spells
Arcane Mists
by copying them from a scroll or spellbook.
Spell
Level
Spells
Acid Splash, Frostbite [EE], Ray of Frost, Shape
Cantrips
Water [EE]
1st
2nd
3rd
4th
5th
Create or Destroy Water, Fog Cloud, Ice Knife [EE]
Snilloc's Snowball Swarm [EE]
Sleet Storm, Water Walk, Wall of Water [EE], Tidal
Wave [EE], Water Breathing
Control Water, Ice Storm, Vitriolic Sphere [EE],
Watery Sphere [EE]
Maelstrom [EE]
freedom of movement.
Aquatic Manipulator
* [EE] denotes the Elemental Evil Player's Guide.
Mastery of the Deep
ability when you complete a long rest.
Aquatic Archetypes - The Fathomer
2
months at sea, storms are often seen as ill
spend
and godly punishments. There are those
omens
Defenders of the weak, calling
themselves.
and lightning down in retribution upon
thunder
Storm Sentinels have a long tradition, reaching back to
The
days. The old gods each had a preference for their
ancient
signature weapon. The god of thunder and lightning had
own
fondness for warhammers and mauls.
a
at 3rd level, you can throw any warhammer or
Starting
as though it had the thrown property with a range of
maul
You can do this a number of times equal to your
20/60.
modifier. You regain all uses of this ability on a
Constitution
at 3rd level, whenever a creature within 60 feet of you
Starting
an attack roll against one of your allies, you may use
makes
reaction to intercede and attack them.
your
your attack is successful, the weapon damage you would
If
deal is considered lightning damage. The creature
normally
suffers disadvantage on the attack roll made against your
also
at 7th level, whenever you successfully hit a creature
Starting
a warhammer or maul, you can expend a spell slot as a
with
action. If you do, you may attempt to shove the
bonus
creature.
you choose to push the creature away from you
Should
of knocking it prone, it is pushed away from you a
instead
of feet equal to five times the level of the spell slot
number
expended.
at 7th level, as a bonus action you can cause your
Starting
weapons to return to your hand. It rushes towards you
thrown
a bolt of lightning.
on
between you and your weapon take lightning
Creatures
at 11th level, as an action you can cast lightning bolt
Starting
the required material components or using a spell
without
slot.
casting the spell, you can teleport anywhere along the
After
of the spell. You can use this ability twice. You regain all
line
of this ability on a long rest.
uses
at the 15th level, as an action you can cast control
Starting
without the required material components or using a
weather
slot. The spell always manifests as a warm or cold (your
spell
rain storm and cannot be changed. This effect lasts for
choice)
number of minutes equal to your Constitution modifier
a
of the usual duration.
instead
you maintain concentration over this spell, you gain
While
following benefits as long as you are within the storm:
the
your warhammer or maul does not consume a
Throwing
of Hurling Tradition
use
you use your reaction for Oncoming Storm and you
When
hit the target, you regain your reaction at the
successfully
of that turn.
end
no longer need to use a bonus action to cause your
You
weapons to return to your hand. Once you
thrown
if you hit or miss your target, it returns to you.
determine
you've used this ability, you cannot use it again until
Once
complete a long rest.
you
Ranger Archetype: Storm Sentinel
for those who live in coastal regions or Adanger
would instead harness this power for
who
Storm Step
their foes.
Hurling Tradition
Eye of the Storm
long rest.
Oncoming Storm
ally.
Rolling Thunder
Arcing Strike
damage equal to your Constitution modifier.
Aquatic Archetypes - Storm Sentinel
3
Bryan Holmes
Author:
Alan Tucker, Anne Gregersen, James Capogna
Advice:
Corsair Concept: Richard Baker, Stormwrack for
Original
edition Dungeons and Dragons.
3rd
Fathomer Concept: Keith Francis Strohm, Of
Original
and the Sea (DMGR9) for 2nd edition Advanced
Ships
and Dragons.
Dungeons
Storm Sentinel Concept: Jeremy Crawford, Mike
Original
and James Wyatt, Player's Handbook 2 for 4th edition
Mearls,
and Dragons.
Dungeons
Sailing Ship by Caspar David Friedrich, unknown year
Cover:
1840).
(before
The Ruby of Kishmoor by Howard Pyle, 1911
Corsair:
Portrait of painter Viktor Mikhailovich
Fathomer:
Study for the picture Sadko in the Underwater
Vasnetsov.
by Ilya Repin, 1875.
Kingdom.
Sentinel: Thor's Battle with the Frost Giants by
Storm
1901
H.L.M.,
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work contains material that is copyright Wizards of the
This
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other original material in this work is copyright 2019 by
All
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Bryan
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Credits
ARTWORK CREDITS
Decoration Design: by Bryan Holmes, 2019.
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