Turn The Tides - The Homebrewery

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By Elyeet (u/juanbabuchas)

Turn the Tides


onjure and control the tides of battle with Waterbend  

C
this compendium of new water spells. Aid
your allies with grace and gather your transmutation cantrip, inspired by Avatar
1 action
enemies with powerful waves. The Casting Time:
30 feet
compendium also comes with new optional Range:
S, M (at least 1 gallon of water)
rules at the end of the homebrew. Components:
Some of the spells are inspired by Duration: Instantaneous
various games, shows and books. Along with their Classes: Bard, Druid, Sorcerer
description, you’ll find the source of inspiration for such Moving your body with the flow of water, you draw the
spells. water arround you and stream it into a creature or
object you can see within range. The target must make
Water Spells a Strength saving throw. On a failed save, they take 1d8
bludgeoning damage and you can choose to push them
Cantrips 10 feet away from you, or pull them 5 feet towards you.
At Higher Levels. This spell’s damage increases by
Waterball 1d6 when you reach 5th level (2d6), 11th level (3d6),
evocation cantrip and 17th level (4d6).
Casting Time: 1 action  
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Artificer, Druid, Sorcerer, Wizard
You shoot a small ball of water against a creature or
object within range. Make a ranged spell attack against
the target. On a hit, the target takes 1d8 bludgeoning
damage. A burning object hit by this spell is
extinguished. After the spell hits or misses, the water
evaporates.
At Higher Levels. This spell’s damage increases by
1d8 when you reach 5th level (2d8), 11th level (3d8),
and 17th level (4d8).
1st Level Spells Water Cannon  
1st-level evocation, inspired by Mushoku Tensei
Water Barrier Casting Time: 1 action
1st-level abjuration Range: 80 feet
Casting Time: 1 reaction, which you take when a Components: V, S
creature within 30 feet is the target of an attack or Duration: Instantaneous
makes a Dexterity saving throw against magic Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Range: 30 feet You form a large concentration of water and shoot it
Components: V, S against a creature you see within range. Make a ranged
Duration: 1 round spell attack against them. On a hit, they take 3d6
Classes: Artificer, Bard, Cleric, Druid, Paladin bludgeoning damage and if they are large or smaller,
A barrier of water forms in front of the creature to they are pushed 15 feet away from you.
protect them against attacks and spells. For the At Higher Levels. When you cast this spell using a
duration of the spell, the creature gains a +2 bonus to spell slot of 2nd level or higher, the damage increases
their AC, and a +2 bonus to Dexterity saving throws by 1d6 for each slot level above 1st.
against spells. These effects are doubled against attacks 2nd Level Spells
that deal fire damage.
Fatal Rainscreen
2nd-level abjuration, inspired by Genshin Impact
Casting Time: 1 action
Range: Self (5 feet)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 minute
Classes: Druid, Paladin, Ranger, Warlock, Wizard
When you cast the spell, you imbue your weapon with
water and make a melee spell attack against a creature
within your reach. On a hit, they take 2d6 + your
spellcasting ability modifier as slashing damage.
Afterwards, the droplets of water form three Rain
Swords around you. For the duration of the spell,
whenever you take damage from a weapon attack or
spell attack, a Rain Sword is expended to reduce the
damage by 1d6. The damage reduction is doubled
against fire damage.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.
Flood Flush
2nd-level evocation, inspired by Mushoku Tensei
Casting Time: 1 action
Range: Self (15 feet)
Components: V, S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
You flood the ground with a powerful stream of water.
All creatures within 15 feet from you must make a
Strength saving throw. On a failed save, they take 3d6
bludgeoning damage and are pushed 15 feet away from
you. On a success, they only take half the damage rolled
and aren’t pushed.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.
 
 

3rd Level Spells


Whirlpool Raincutter
3rd-level conjuration 3rd-level conjuration, inspired by Genshin Impact
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self (Touch)
Components: V, S, M (a conch and a shard of sea glass) Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous Duration: Concentration, 1 minute
Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard Classes: Artificer, Bard, Paladin, Ranger, Warlock,
You channel powerful tides and create a whirpool of Wizard
water on a 30-foot radius circle centered on a point You initiate the Rainbow Bladeworks to create illusory
within range. Large or smaller creatures standing on water blades above you. The first time you deal damage
the area must succeed a Strength saving throw, or be against a creature on your turn while the spell is active,
pulled 15 feet into the center of the whirlpool. If a you can target one of the damaged creatures and send
creature ends on the center of the whirlpool, or collision water blades against them. The target takes an
with another creature by result of this spell, they are additional 3d6 piercing damage.
knocked prone and take 4d8 bludgeoning damage. At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the blades
spell slot of 4th level or higher, the radius of the circle increases by 1d6 for each slot level above 3rd.
and pull distance increases by 5 feet for each slot level  
above 3rd.

TURN THE TIDES 3


Rings of Water  
3rd-level abjuration, inspired by Avatar
Casting Time: 1 bonus action
Range: Self (Touch)
Components: S, M (at least 1 gallon of water)
Duration: Concentration, 1 minute
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Using graceful movements, you form water into two
razor-sharp rings around you. For the duration of the
spell, you gain a bonus +2 to your AC. Additionally, any
creature that moves within 5 feet of you for the first time
on a turn, or starts its turn within 5 feet of you, takes
2d8 slashing damage from the rings of water.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage of the rings
increases by 1d8 for each slot level above 3rd.
4th Level Spells
Kurage’s Oath
4th-level conjuration, inspired by Genshin Impact
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a pearl worth at least 50 gp)
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Ranger
You summon a sacred water elemental to aid your allies
and attack your enemies. The elemental appears in an
unoccupied space within range and remains for the
duration. It is immune to all damage and cannot be
targeted by attacks.
As a bonus action, you can command the elemental to
unleash a wave of energy on a 20-foot radius sphere
around it. All creatures you consider hostile inside the
area must make a Constitution saving throw. On a failed creature is drawn
save, they take 2d6 cold damage, or half as much on a to the illusion and gains
sucess. Creatures friendly to you regain 2d6 hit points disadvantage on attack rolls
by result of the wave of energy. against any creature other than
At Higher Levels. When you cast this spell using a the phantom. Additionally, the creature must make a
spell slot of 5th level or higher, the damage and healing Wisdom saving throw each time it attempts to move to a
of the wave increases by 1d6 for each slot level above space that is more than 30 feet away from the phantom.
4th. If the creature succeeds on this saving throw, the spell
Mirror Reflection of Doom does not restrict the creature’s movement for that turn.
The illusory phantom has hit points equal to 2d8 +
4th-level illusion, inspired by Genshin Impact
your spellcasting ability modifier when you cast this
Casting Time: 1 bonus action spell, and an AC of 10 + your spellcasting ability
Range: 30 feet modifier. When the phantom reaches 0 hit points, or
Components: V, S two rounds pass, it explodes an splashes water on a 10-
Duration: Up to 2 rounds foot radius sphere. Creatures standing in the area must
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard make a Dexterity saving throw. On a failed save, they
You create an illusory phantom made of coalesced take 2d8 bludgeoning damage, or half as much on a
water at a point you can see within 30 feet. The success.
phantom compels hostile creatures within 15 feet of it At Higher Levels. When you cast this spell using a
to draw their attention into it. When you cast this spell, spell slot of 5th level or higher, the hit points of the
all hostile creatures within 15 feet of the phantom must phantom increases by 1d8 for each slot level above 4th.
make a Wisdom saving throw. On a failed save, the  

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5th Level Spells Sea Dragon’s Nest  
5th-level abjuration, inspired by Black Clover
Sea Dragon’s Roar Casting Time: 1 action
5th-level evocation, inspired by Black Clover Range: Self (30-foot radius)
Casting Time: 1 action Components: V, S
Range: Self (120-foot line) Duration: Concentration, up to 10 minutes
Components: V, S Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Duration: Instantaneous You slam both hands on the floor and summon raging
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard whirlpools to create a dome around you on a 30-foot
You summon a sea dragon made of water and unleash it radius sphere. While you concentrate on the spell, the
on a 5-foot wide, 120-foot large line. Each creature on barrier imposes disadvatanges on all ranged attacks
the area must make a Dexterity saving throw. On a that pass through it. Any spell that deals fire damage is
failed save, they take 8d6 bludgeoning damage, fall destroyed upon contact with the dome, vanishing into
prone and are pushed 30 feet away from you. On a vapor. Projectiles that fail to hit through the dome are
success, they only take half the damage rolled and are also destroyed. If a creature attempts to pass through
not knocked prone or pushed. the barrier, you can create a temporary opening to allow
At Higher Levels. When you cast this spell using a them to pass safely. Otherwise, the barrier repels the
spell slot of 6th level or higher, the damage increases by creature, and they must make a Strength saving throw.
1d6 and the distance pushed increases by 5 feet for On a failed save, they take 3d8 bludgeoning damage, are
each slot level above 5th. pushed back 5 feet and fall prone. On a success, they
pass through and take half the damage rolled.
 
6th Level Spells  
Nereid’s Ascension
6th-level transmutation, inspired by Genshin Impact
Casting Time: 1 bonus action
Range: Self (Touch)
Components: V, S, M (a pearl worth at least 100 gp)
Duration: 1 minute
Classes: Cleric, Druid, Sorcerer
The might of Watatsumi descends and robs you with a
Ceremonial Garment made from the flowing waters of
Sangonomiya. For 1 minute, you can walk
on water. Additionally, the first time you deal
damage on a turn, you unleash a wave of healing
energy around you. Any creature you choose within 30
feet, including you, regains 2d8 hit points.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the healing increases by
1d8 for each slot level above 6th.

Valkyrie Dress
6th-level conjuration, inspired by Black Clover
Casting Time: 1 bonus action
Range: Self (Touch)
Components: V, S
Duration: 1 minute
Classes: Sorcerer, Warlock, Wizard
You create a suit of armor around your body
using water. While the spell is active, your
AC becomes 10 + your spellcasting ability
modifier + your proficiency bonus. Also, your
speed increases by half and you gain the
ability to slow your rate of descent up to
5 feet per round. Additionally, while on the air,
you can move horizontally or downwards, ignoring
damage from falling.
While wearing the armor, you can use your bonus
action to create a stream of water and jump up to 30
feet into the air. Also, as an action, you can create a drill
of water and make a melee spell attack against a
creature within 10 feet from you. On a hit, they take
12d6 piercing damage and are knocked prone.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage from the
drill increases by 1d6 for each slot level above 6th.
 
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7th Level Spell


Coalescing Tides While you maintain concentration, you can use your
7th-level transmutation action to create up to three 15-foot radius circles of
1 round raging whirlpools. The areas you select must not
Casting Time:
Self (100-foot radius) overlap with each other. Each creature standing within
Range:
V, S, M (a handful of sand from the sea) a whirlpool must make a Strength saving throw. On a
Components:
Concentration, up to 10 minutes failed save, they take 6d8 bludgeoning damage, are
Duration:
Druid, Wizard knocked prone, and are pulled 10 feet towards the
Classes:
center of the whirlpool. On a success, they only take half
To cast this spell, you must declare so at the start of the damage rolled. Afterwards, the whirlpools calm and
your turn and forgo your movement and actions for the turn back into raging tides.
round. On the start of your next turn, the spell is cast. You can end the effect of the spell by using a bonus
Summoning rapid currents, you create a 1-foot layer action. After the spell ends, all the water disappears
of raging tides on a 100-foot radius circle around you. magically into the ground.
All creatures moving within the area of the spell must At Higher Levels. When you cast this spell using a
expend an extra foot of movement for each foot they spell slot of 8th level or higher, the damage of the
move. When you cast this spell, you can designate any whirlpools increases by 1d8 for each slot level above
number of creatures you see. When those creatures 7th.
move within the spell’s area, the raging tides flow with  
them and don’t impose a penalty when they move.
TURN THE TIDES 7
8th Level Spell  
Stellaris Phantasm
8th-level illusion, inspired by Genshin Impact
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S
Duration: 1 round
Classes: Bard, Cleric, Warlock, Wizard
You summon sparkling waves to create a reflection of
the starry sky on a 60-foot radius around you. Select any
creature you can see within this area and make them
roll a Wisdom saving throw. On a failed save, an Illusory
Bubble is created around them, paralizing and
suspending them 5 feet into the air. On a success, the
bubble fails to trap them and bursts, dealing 8d6
bludgeoning damage to the creature.
After a round passes, all remaining bubbles burst.
Trapped creatures recieve 8d6 bludgeoning damage,
stop being paralized and fall prone.
At Higher Level. When you cast this spell using a
spell slot of 9th level, the duration of the bubbles
increases by 1 round.
 
9th Level Spell  
Leviathan
9th-level conjuration
Casting Time. 1 action
Range: 300 feet
Components: V, S, M (a fang from a dragon, which the
spell consumes)
Duration: Concentration, up to 1 minute
Classes: Cleric, Warlock
From water, you give form to Leviathan, a gargantuan
sea serpent with the head of a dragon. You must select a
20-foot cube on an unoccupied space you can see within
range. When you cast this spell, you can command
Leviathan to make up to two melee spell attacks against
creatures within 15 feet of it. On a hit, a creature takes
4d8 bludgeoning damage and is swallowed by
Leviathan if it is large or smaller. A swallowed creature
is restrained and begins drowning if they can’t breathe
underwater (see Suffocating). At the end of a swallowed
creature’s turn, they can make a Strength saving throw
to escape from Leviathan. On a success, the creature
escapes and falls 20 feet to the ground, taking 2d6
bludgeoning damage if they lack a flying speed. If a
creature fails the saving throw three times in a row, they
fall unconscious.
Any large or smaller creature that enters the same
space as Leviathan becomes swallowed and follows the
same conditions as above. Bigger creatures are only
pushed 5 feet back.
While you maintain concentration, you can use your
bonus action to command Leviathan to make two
additional melee spell atacks with the same effects.
Leviathan can only make a total of two attacks per
round.
 
Optional Rules Additional Content  
Natural Barrier
Check out my other free homebrew!
When a spell or effect that deals fire damage collides Spirit User
with a body of water, the water acts as a natural barrier, Channel spirit arts and form pacts with minor and major
preventing the fire from passing through it. The decision
to apply this rule may vary according to the DM’s spirits with this new D&D 5e Homebrew class, inspired by

decission, depending on the specific sources of fire and Re:Zero.

water involved. Lightning Strikes Twice


Underwater Casting A compendium of lightning spells, full of damage spells that
also have utility.
Using a spell that creates water while underwater can
be confusing. By this ruling, isntead of creating water, Break the Ice
you manipulate the tides and send a shockwave. A compendium of ice spells, full of spells to freeze your
When a water spell that deals damage is cast
underwater, the damage turns into force damage. Also, enemies.

any knockback effect from a water spell is doubled Fragrance in Thaw


inside a body of water.
When you use magic to create a whirlpool inside of a Balance your health and melt your oponents with this fighter

body of water, instead of being a circle, it’s a sphere. archetype inspired by Hu Tao from Genshin Impact.

Vaporize  
inspired by Genshin Impact
When a creature that has taken fire damage since last
round is hit by a water spell that deals damage, the
target takes additional fire damage equal to the spell’s
level. Also, if the creature was affected by a burning
condition, it ends immediatelly. The DM has discretion
to determine whether a creature is affected by a burning
condition.
Art Credits
Page 1. The Water wizard, by Darryl He
Page 2. Flow Like Water, by Panzer -
Page 3. Xingqiu [Fan Art], by ShimayaEiko
Page 4. I drew Mona~, by Kaejunni
Page 5. Sea Dragon Roar, by himaeart
Page 6.
Sangonomiya Kokomi Fan Art!, by YonesDraws
Noelle Silva Fanart, by @dalisnyan697
Page 7. AI Image, from OpenArt by DALL·E 2
Page 8. Mona, by Gogalking
Page 9. Destruction of Leviathan, by Gustave Doré
Page stains. /u/flamableconcrete
I’ve also used some css from the Xanathar’s Guide to
Everything Template, by u/Kaiburr_Kath-Hound

10 TURN THE TIDES

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