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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.,

& DRAGONS, D&D, Wizards of the Coast,

DUNGEONS

Realms, the dragon ampersand, Player’s Handbook,

Forgotten

Manual, Dungeon Master’s Guide, D&D Adventurers

Monster

all other Wizards of the Coast product names, and

League,

respective logos are trademarks of Wizards of the Coast

their

the USA and other countries. All characters and their

in

likenesses are property of Wizards of the Coast.

distinctive

material is protected under the copyright laws of the

This

States of America. Any reproduction or unauthorized

United

of the material or artwork contained herein is prohibited

use

the express written permission of Wizards of the

without

Coast.

Wizards of the Coast LLC, PO Box 707, Renton, WA

©2018

USA. Manufactured by Hasbro SA, Rue Emile-

98057-0707,

31, 2800 Delémont, CH. Represented by Hasbro

Boéchat

4 The Square, Stockley Park, Uxbridge, Middlesex,

Europe,

1ET, UK.

UB11

work contains material that is copyright Wizards of the

This

and/or other authors. Such material is used with

Coast

under the Community Content Agreement for

permission

Masters Guild.

Dungeon

other original material in this work is copyright 2019 by

All

Holmes and published under the Community Content

Bryan

for Dungeon Masters Guild.

Agreement

Credits

ARTWORK CREDITS

Decoration Design: by Bryan Holmes, 2019.

Page

License

Aquatic Archetypes - Credits

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