About this mod
This is a homebrew subclass that I created because I wanted to play a Ranger who focused more on Wisdom/Spellcasting than Dexterity or Strength. Most of the features use Wisdom in some way or another. You also get a signature cantrip at level 3 called Wave Breaker Whip. It's similar to something like Eldritch Blast but does cold damage.
- Requirements
- Permissions and credits
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Translations
- Italian
Spell List
1st Level Spells at 3rd Level
Create/Destroy Water
Armor of Agathys
2nd Level Spells at 5th Level
Gust of Wind
Shatter
3rd Level Spells at 9th Level
Call Lightning
Lightning Bolt
Level 3.
Wave Breaker Whip
Attack: Wisdom
Damage: 1d10 + Wisdom Modifier
Damage Type: Cold
Range: 18m
Cost: Action
Description: Ranged spell attack cantrip. On a hit, creates a small water surface under the target's feet. At level 5, when you make an attack with the whip, you can make one additional attack as part of that action.
Ebb
Description: Toggleable passive. Toggle on to knock a target back 4m when you hit them with your whip.
Flow
Description: Toggleable passive. Toggle on to pull a target 4m towards you when you hit them with your whip.
Tide's Grace
Description: You gain the following benefits while standing in a water-based surface. +1 to Armor Class, and you can add half your Wisdom Modifier rounded down (minimum 1) to your Constitution, Dexterity, and Strength Saving Throws. The Armor Class bonus increases to +2 at level 11.
*If the AC bonus isn't triggering, try moving a few feet within the water, and it should work. If you enter a water surface, you shouldn't have any issues. Occasionally, when I created a water surface on the character with Create Water, it wouldn't trigger unless I moved a little.
Wave Weapon
Cost: Bonus Action
Length: Long Rest
Description: Enhance main and offhand melee weapon(s), so that they use Wisdom for attack and damage rolls. Additionally, the weapon(s) become magical and deal +1 Cold Damage. The damage bonus increases to +2 at level 7, and +3 at level 11. Similar to Shillelagh, but it doesn't alter the damage die of the weapon.
*If you're using a weapon that already does additional damage outside of the base damage, then the cold damage bonus from Wave Weapon won't show up when you hover over the weapon. However, it will still be applied and is visible in the combat log.
Level 7.
Call Lightning
Description: You can cast Call Lightning once per short rest without expending a spell slot. When cast in this way, you can trigger the additional lightning strikes using a bonus action instead of an action. If you're not sure how Call Lightning works, check out this link: https://bg3.wiki/wiki/Call_Lightning.
Additionally, you gain the following benefits while concentrating on call lightning: your attacks deal an additional 1d6 Lightning Damage, and your movement speed increases by 3m. At level 11, your attacks deal an additional 1d8 lightning damage.
Level 11.
Vengeful Breach
Description: When you reduce a creature to zero hit points with Cold, Lightning, or Thunder Damage, a water elemental rises from the creature's location and fights alongside you and your allies for two turns. Additionally, you gain the ability to cast Winter's Breath and *Wave Rider at will without expending a spell slot for two turns. This effect can stack.
*Wave Rider is basically Misty Step, but it creates a water surface at your teleport destination and causes the wet condition.
Wave Breaker Trident
Once per adventure, you can summon a powerful trident. Please refer to the images for the Trident's stats. Truthfully, you can also respec to summon the trident again, but it's meant to be summoned once.