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Master of Waves

The relationship between the Thassa, god of the sea, and the tritons that dwell in her domain is unique among all the creatures and deities of Theros. Thassa is said to have raised the tritons from the ocean's depths with her own hands, gifting them with intelligence and cunning. In return, the tritons worship Thassa above all other gods.   This unique relationship also entitles the tritons to a number of gifts from Thassa; gifts that the other races of Theros could only dream to be granted. Many tritons are born blessed by Thassa, with the ability to innately turn and shift the tides to their liking. Known as wavecrafters, those who eventually manage true control of the water, working its flow and movement of water as easily as they control the movement of their own legs, eventually earn the title of Master of Waves.   Sea God's Blessing All wavecragters seek to maaster their blessings, working to become the pinnale of their craft. But to become a true Master of Waves requires the ability to command the attention of Thassa herself, as only she can bestow the title. And as with all of the gods' blessings, the title itself confers strength and power to those who receive it.   A Master of Waves harvors a special connection to the sea, one that runs as deep as the ties of family, and which some wavecrafters have compared to the bond shared with a loved one. This connection allows them to not only move and shape the water to their desires, but to summon its very essence to fight alongside them, creating elemental spirits that serve their summonr with firece devotion.   Thasssa's Guard No Master of Waves has ever been known to lose their title; such a loss would require not only al ack of devotion for Thassa, but an active attempt to work against her desires and ideals. For Master of Waves, their admiration and affection for Thassa is so strong that to do so would be unthinkable. They are Thassa's elite champions, a reserve of forces to the sea god can call upon any time, knowing that they will give everything in service to her needs.  

Master of Waves

The relationship between the Thassa, god of the sea, and the tritons that dwell in her domain is unique among all the creatures and deities of Theros. Thassa is said to have raised the tritons from the ocean's depths with her own hands, gifting them with intelligence and cunning. In return, the tritons worship Thassa above all other gods.
 
This unique relationship also entitles the tritons to a number of gifts from Thassa; gifts that the other races of Theros could only dream to be granted. Many tritons are born blessed by Thassa, with the ability to innately turn and shift the tides to their liking. Known as wavecrafters, those who eventually manage true control of the water, working its flow and movement of water as easily as they control the movement of their own legs, eventually earn the title of Master of Waves.


Armor Class16 (natural armor)
Hit Points 18d8+72
Speed30 ft.Swim 40ft.
Strength16 (+3)
Dexterity19 (+4)
Constitution18 (+4)
Intelligence12 (+1)
Wisdom16 (+4)
Charisma20 (+5)
SkillsNature d20+5 Perception d20+8
SensesPassive Perception 5
LanguagesAquanCommon
Challenge12 (8,400 XP)
Special 1AmphibiousThe Master of waves can breathe air and water
Special 2DevorionWhen the master of waves uses its Conjure Elements,its chances of success increase by 5% for each allied elemental within 30 feet
Special 3Innate SpellcastingThe master of waves' innate spellcasting ability is Charisma (spell save DC 17).It can innately cast the following spells,
requiring no material components:
Spells 1At willCreate or Destroy WaterFog Cloud
Shape Water
Spells 23/Day eachMisty StepSleet Storm
Tidal Wave
Spells 32/day eachControl WaterWatery Sphere
Maelstorm
Spells 41/day eachFreezing SphereWall of Ice
Special 4Inspiring PresenceAllied creatures within 30 feet of the master of wavesthat can see and hear it have an advantage on all saving throws
Special 5Tranquil ProtectionThe master of waves is immune to fire damage and hasan advantage on saving throws against spells from the evocation spell school
Action 1MultiattackThe master of waves makes two unarmed strikes
Action 2Unarmaed StrikeMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 1d6+4 bludgeoning damage
Action 3Conjure Elements (Recharge 5-6)The master of waves attempts to summon elemental creatures to its side as allies.The master of waves has a 50% chance of summoning 1d6 of ice mephits,
1d4 water weirds,or one water elemental.A summoned elemental appears in an unoccupied spacewithin 60 feet of its summoner,
is friendly to the summer and its allies,and acts at the end of the summoner's turn.The summoned elemental obeys any commands that its summoner telepathically issues (no action required).If not given a command, the elemental defends itself and its summoner,
but otherwise takes no actions.The elemental disappears after 1 minute or if the master of wavesis knocked unconscious or killed

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