Elb
Hit Points
Hit Dice: d4 per Elb level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Being born in Elb and worshipping him henceforth, you gain abilities from Elb himself as you grow stronger. As he is the God of Water, his abilities are based around Water.
Class Features
2nd Level
You have an adept sense for Moisture in any given situation. You can always tell how close to sea level you are, and once per day, you can cast the
Pious Spell Detect Water. You regain this ability after a short rest.
5th Level
Your abilities to conjure water are growing. If you come into contact with a container of any kind that has had water in it (up to 20L), you can fill it back up with water. You can only use 20L of this once per long rest, before your natural stock refills.
8th Level
You are able to bend water to your will. Once per day, you can use an action to cast
Shape Water as a
Pious Spell. You regain this ability after a long rest. At 11th Level, you regain this ability after a short rest.
11th Level
Water is your ally at all times. Once per day, as an action, you can dowse any ally (including yourself) within 10ft of you with water. While dowsed, those creatures have resistance to Fire damage, and cannot be set on fire. This effect lasts
1d6+2 rounds of combat, or that amount times 6 seconds outside of combat. You regain this ability after a long rest. At 14th Level, you regain this ability after a short rest.
14th Level
Your control over water grows tremendously. Once per day, as an action, you can cast
Control Water as a
Pious Spell. You regain this ability after a long rest. At 17th Level, you regain this ability after a short rest.
17th Level
You are able to conjure water in any circumstance. Once per day, you can use your Bonus Action to create one of the following effects;
- Water Orb: You create a small orb of Water that you can fire as a projectile (range 60/120). This attack uses your Spell Attack Modifier, or if you don't have one, your Dexterity + your Proficiency Modifier. If it hits, the orb deals 2d8 + your dexterity/wisdom modifier (you choose) as Bludgeoning damage. This damage ignores resistances to Bludgeoning damage, but is still affected by an immunity. If the target is a creature made of fire or with fire as a part of its body (Fire Elemental, Fire Genasi, etc. at DM's discretion), the damage dice are doubled.
- Miniature Whirlpool: You create a 10ft by 10ft Whirlpool that traps enemies within. When you create this whirlpool, any creature in the designated area must make a DC 16 Dexterity Saving Throw, or they are restrained by the Whirlpool. This whirlpool lasts 1 minute. At the start of their turn, a creature in the Whirlpool must make a DC 14 Strength (Athletics) check to escape. If they succeed, they immediately use their movement to get out If they fail, they take 1d8 Bludgeoning damage. This damage ignores resistances to Bludgeoning damage, but is still affected by an immunity.
You regain this ability after a long rest.
20th Level
You and Elb are one. All of your previous Pious Features no longer require any kind of rest, and thus have unlimited uses. Also, once per day, you can directly contact Elb himself. If you are in Possession of Elb's Pious Weapon, you gain full control over it.