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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 The Sea King's Power


3rd level, Demi-Dragons who embrace the power of the At 6th level as the Sea's master the very water empowers
sea can call upon it's power and spew out large gallons of you. When you enter a body of water that is 5ft or more
water from their mouthes at high speeds and imbuing it deep, you gain the following benefits.
with their natural elemental power.
You gain advantage in stealth checks made to hide
When you use your Dragon's Breath each creature in the
area of effect must make a Strength saving throw against while in a body of water.
your Dragon Spark DC or be pushed a number of feet You have advantage on Investigation, Survival, and
Perception checks when looking for things under the
equal to the half the damage dealt by Dragon's Breath
water's surface.
rounded up and the ground in the area of effect becomes
You can dash as a bonus action while in water. You can
soaked in water.
only this feature twice before you have to finish a short
Additionally if a creature would be pushed and fall, they
or long rest.
are knocked prone, or if they were pushed into an object
or wall, they take 1d4 damage determined by your DM. At 10th level in this feature, you gain an additional
This damage inceases to 2d4 at 10th level, and 4d4 at reaction only used when making an opportunity attack
17th level. against a creature while in a body of water.

The Sea in exchange for the Sky The Sea King's Demand
At 3rd level When you embraced the sea you have lost At 10th level the very sea itself obeys your very command.
your ability to soar the skies like your ancestors, but in As a bonus action you can order the water itself to push,
exchange you gained something more fitting of a creature pull, or sink creatures. When you use this, creatures of
of the sea. your choice within a 30ft radius of you that are in a body
You permanently lose your ability to Glide/Fly, but in of water that's 5ft or more deep, must make a Strength
exchange you gain a +5 to your AC and have a swimming saving throw against your Dragon Spark DC or be pushed
speed equal to the Gliding/Flying speed you would of had 10ft in any direction of your choice except places where
in your class, and have the ability to breath underwater. there is no water like up in the open air or to dry land. If a
You also ignore any difficult terrain that involves water like creature would be pushed towards land, they stop at the
mud. very edge of it and can use their reaction to climb out of
Additionally you also gain the ability to retreat into your the water, if the land is higher up and requires them to
shell. As a reaction when a creature attacks or casts a make an Athletics check to climb out of the water, you can
melee range Attack/Spell, you can use your reaction and give them advantage on that check. Creatures who touch
make a Constitution saving throw against their DC. The the bottom of the water that's 5ft deep have their bodies
Melee Attack DC is equal to 10 + their Attack Modifier while forced to lay down on the water bed and are knocked
the Spell is the caster's normal Spell Save DC. If you prone but can get up by spending all their movement, but
succeed you receive half damage from the attack. creatures in bodies of water that are 10ft or deeper,
You can use this feature a number of times equal to whether they hit the bottom or not, cannot swim back up
your Proficiency Bonus. to the surface. Creatures under the surface have to make
another Strength saving throw during the start on each of
Expanding Sea their turns, being able to swim back up to the surface on a
success. Objects that are a size catagory equal to or
At 6th level your breath is as expansive as the sea itself. smaller then yours that are caught in this effect that are
When you use your Dragon's Breath you can increase the not being worn or carried are also pushed in the direction
width of the attack by 5ft if it's a line, or if it's a cone, you chose. This use of the feature cannot be used again
increase it's range by that amount. until the end of your 3rd turn.
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).

2
The Sea King's Wrath
At 17th level you can call upon the sea to unleash a
Demi-Dragon Link
devastating storm to smite your foes. The art and homebrew aren't mine so please
When you use this feature, you summon a storm as if support the original authors!
you casted the Control Weather spell without needing to
use material components. The effects are immediate and Also wish to say I am new to making Homebrew
the conditions for this weather phenomenon are and the GMbinder itself, I hope this is fun and
Torrential Rain, Cool/Warm (Your choice), and Gale at
balanced enough for you to play with :D
double the duration of the Spell and does not require
concentration to maintain, and you are not effected by the
Demi-Dragon
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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