As an action, expend 6 Tidal Dice and choose a creature within 60 feet. A sphere of water violently forms around the creature. The target must make a Strength saving throw.
On a failure, it becomes Restrained and completely submerged within the sphere, and you are considered concentrating as if on a spell. The sphere follows the creature if it moves.
At the start of each of the creature's turns, it takes cold damage equal to two rolls of your Tidal Dice and must make a Constitution saving throw. On a failure, it gains one level of exhaustion from drowning.
The creature can use its action to make a Strength check against your Tidal Arts save DC, breaking free on a success. The sphere lasts for 1 minute or until you lose concentration on the technique.
A creature that can breathe water or doesn't require breathing automatically succeeds on the Constitution saving throws, but remains Restrained.
As an action, expend 5 Tidal Dice. Choose a point within 60 feet. Water erupts from the ground and floods a 30-foot-radius area for 1 minute.
The area becomes difficult terrain for hostile creatures.
When the water appears, each creature of your choice in the area must make a Strength saving throw.
On a failure, it is knocked prone and moved up to 15 feet in a direction of your choice.
For the duration, you can use a bonus action to manipulate the flood in one of the following ways:
- Pull. Pull a creature up to 20 feet toward another point in the water.
- Rise. Raise a friendly creature up to 20 feet above the water, carrying it on a column of water.
- Crush. Force a hostile creature to make a Strength saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Tidal Die and is restrained until the start of your next turn.
As a bonus action, expend 5 Tidal Dice. For 1 minute, your body becomes partially fluid. For the duration:
You can move through a space as narrow as 1 inch without squeezing, and move through the space of other creatures.
You have resistance to nonmagical BPS
You can move across water and vertical surfaces without falling.
You can use a bonus action on subsequent turns to move up to 30 feet without provoking opportunity attacks.
You are not encumbered while grapping creatures of 1 size category larger than you or smaller, and can move normally.
The first time each turn that you move through a creature's space, you may force it to make a Strength saving throw. On a failure, it is pushed 10 feet in a direction of your choice.
As an action, expend 5 Tidal Dice.
Choose a point you can see within 60 feet. A massive wave of water erupts from that point and travels in a direction you choose, forming a 30-foot-long, 10-foot-wide, 15-foot-high wave.
Each creature in the wave must make a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to five rolls of your Tidal Dice, is knocked prone, and is pushed up to 30 feet in the direction of the wave.
On a successful save, it takes half as much damage and isn't pushed or knocked prone.
The wave then crashes into the battlefield, leaving behind a flooded area. The affected area becomes difficult terrain until the end of your next turn, and creatures within 30 feet of the chosen point are considered standing in water.
If you are standing in water at least 1 foot deep when you use this technique, the wave's length increases to 60 feet.
As an action, expend 3 Tidal Dice and choose a 15-foot-radius area of water within 60 feet.
The water freezes, trapping creatures within it. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes cold damage equal to 3 rolls of your Tidal Dice and becomes Restrained, completely encased in ice.
On a success, a creature takes half as much damage and move to the closest point outside of the ice effect. The ice surrounding a trapped creature has AC 15 and 30 hit points. A creature outside the ice can attack and destroy it. The ice is immune to cold damage and vulnerable to fire damage.
A creature trapped inside the ice cannot attack, cast spells with a somatic component, or provide verbal components for spells. It can use its action to make a Strength check against your Tidal Arts save DC, breaking free on a success.
At the end of each of its turns, a trapped creature takes damage equal to 1 roll of your tidal arts die and may repeat the Strength check, escaping on a success.
The ice melts at the end of 1 minute, releasing any creatures still trapped within it.
When you hit a creature with an Unarmed Strike, you may expend 2 Tidal Dice.
You immediately move through the target's space, carried by a rushing current, and appear in an unoccupied space within 20 feet.
This movement does not provoke opportunity attacks.
The target, and any other large or smaller creature you pass through, must succeed on a Strength saving throw or be pulled along with you, moving up to 15 feet in the same direction.
If you or the target is standing in water, the distance doubles.
Each creature moved this way takes damage equal to 1 roll of your tidal die.
As an action, expend 3 Tidal Dice and choose a point within 60 feet. Water rapidly rises from the ground and surrounding environment, creating a 20-foot-radius, 10-foot-high wave, for 1 minute.
The area becomes difficult terrain for creatures that lack of a swim speed. Ranged attacks that would pass through it fail.
When the wave appears, creatures within the area must make a Strength saving throw. A creature can choose to fail this save.
On a failure, they are moved up to 20 feet in a direction of your choice.
On a success, they are pushed 10 feet instead.
A creature completely inside this effect is submerged as if underwater.
For the next minute, you can move through the created water as though it were normal ground, as well as ascend or descend it as part of your movement.
If you are standing in water when you use this technique, the radius increases to 30 feet.
As a bonus action, expend 3 Tidal Dice.
You gain temporary hit points equal to the total rolled on the die. In addition, A humanoid-shaped duplicate of you forms from nearby water within 30 feet and remains for 1 minute.
The clone occupies its space and mimics your movements, its AC is equal to yours.
When you make an attack, you may have the clone make the attack instead, causing the attack to originate from its space.
The clone cannot move independently and disappears if it takes any damage.
If you are standing in water at least 1 foot deep, you can instead create two clones, up to 60 feet away, but both disappear when either one takes damage.
As an action, expend 2 Tidal Dice. You freeze a continuous path of ice up to 60 feet long and 10 feet wide, that lasts a number of minutes equal to the number rolled on the die.
You and creatures you choose can move across it without treating it as difficult terrain.
As a bonus action, you can cause a 5 foot long 10 foot wide chunk of the ice to shift beneath a creature standing on it, moving that creature up to 15 feet in a direction of your choice.
A creature that doesn't want to be moved must succeed on a Dexterity saving throw.
If this path is created over a source of intense heat, such as lava or fire, its duration is reduced to a number of rounds equal to the number rolled on the Tidal Die. At the end of each round, you must succeed on a Constitution saving throw to maintain the effect. The DC is 13 + 2 for each previous successful saving throw made to maintain the effect. On a failed save, the ice melts and the effect ends early.
As an action, expend 3 Tidal Dice and choose a creature within 30 feet.
A powerful current surrounds the target from all sides.
The creature and each other creature within 5 feet must make a Strength saving throw.
On a failure, it takes bludgeoning damage equal to 3 rolls of your Tidal Dice and is pushed, pulled, or moved sideways up to 20 feet. You choose the direction.
The effected creatures are also knocked prone.
On a success, it takes half as much damage and isn't moved or knocked prone.
If the effected targets are standing in water at least 1 foot deep, you can move it up to 30 feet instead.
When a creature you can see within 30 feet hits you or a friendly creature with an attack, you may use your reaction and expend 2 Tidal Dice.
A wave of water catches the attack and attempts to cushion its force. Reduce the damage of the attack by an amount equal to 2 rolls of your tidal die.
The creature that was hit may move up to 15 feet without provoking opportunity attacks.
The attacker must then succeed on a Strength saving throw or be pushed up to 15 feet in a direction of your choice.
If you or the creature being protected is standing in water at least 1 foot deep, both distances increase by 5 feet.
As an action, expend 1 Tidal Die and touch a body of water. For one hour, you can perceive disturbances and lingering impressions within the water. During this time, you can determine whether the water has been:
Poisoned or contaminated, Magically altered, Used to conceal or transport an object, Entered or exited by a creature.
You can recall information from the body of water, for occurrences that happened within a number of hours equal to the roll of your tidal die.
You can also determine the general direction from which a creature or object entered or exited the water, provided the disturbance occurred within the duration. The technique does not reveal exact identities or show you events that occurred. It only allows you to interpret the lingering disturbances left behind in the water
When you or a creature within 15 feet of you is hit by an attack, you may use your reaction and expend up to 2 Tidal Dice.
A swirling mass of water intercepts the attack.
Reduce the damage by the number rolled on the Tidal Die + your Wisdom modifier.
If the target is standing in water at least 1 foot deep, you may instead reduce the damage by twice the number rolled.
When you hit a creature with an Unarmed Strike, you may expend 3 Tidal Dice.
Ice rapidly forms around the creature, encasing its body.
The target must succeed on a Strength saving throw or become Restrained for up to 1 minute.
While Restrained in this way, the creature takes cold damage equal to one roll of your Tidal Die at the start of each of its turns.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If the creature is standing in water at least 1 foot deep when you use this technique, it has disadvantage on the initial saving throw.
When a creature you can see within 30 feet moves willingly, you may use your reaction and expend 2 Tidal Dice.
A sudden current catches the creature and changes its movement. The target creature must succeed a strength saving throw or be moved up to 15 feet in a direction of your choice. This movement does not provoke opportunity attacks.
A hostile creature takes damage equal to one roll of your tidal die, while a friendly creature gains temporary hit points equal to 1 roll of your tidal die.
If the creature is standing in water, you may move it up to 25 feet instead.
A willing creature can choose to be moved by this effect.
As an action, expend 1 Tidal Die and touch a creature within your reach.
The creature regains Hit Points equal to one roll of your Tidal Die + your Wisdom modifier.
If the creature is standing in atleast one foot of water, it regains additional Hit Points equal to your Wisdom modifier.
When you hit a creature with an Unarmed Strike, you may expend 1 Tidal Die.
Ice rapidly forms around the creature's limbs.
The target must succeed on a Dexterity saving throw or have its Speed reduced to 0 until the start of your next turn.
If the target is standing in water, it has disadvantage on this saving throw.
When you hit a creature with an Unarmed Strike, you may expend 1 Tidal Die.
A rushing current surrounds the target. The creature takes bludgeoning damage equal to one roll of your Tidal Die and must succeed on a Strength saving throw or be pulled up to 15 feet toward you.
If the target is standing in water, the distance it is pulled increases by 5 feet.
When you take the Attack action, you may forgo one attack and expend 2 Tidal Dice.
You unleash a concentrated blast of water in a 15-foot cone.
Each creature in the area must make a Strength saving throw.
On a failed save, a creature takes bludgeoning damage equal to two rolls of your Tidal Dice and is pushed up to 10 feet away from you.
On a successful save, it takes half as much damage and isn't pushed.
If you are standing in water at least 1 foot deep, the cone's range increases to 30 feet.
As an bonus action, expend 1 Tidal Die and touch a willing creature.
The target may immediately move up to 10 feet without provoking opportunity attacks.
If the creature is standing in water, it may instead move up to 15 feet.
When you move on your turn, you may expend 1 Tidal Die.
A surge of water carries you along your movement.
You can move across water without falling into it and can move across difficult terrain without spending additional movement.
If you start or end your movement in water, you may immediately move an additional 10 feet without provoking opportunity attacks.
As an action, expend 1 Tidal Die. For one hour you gain the shape water cantrip, and can cast it as a bonus action on subsequent turns.
For the next minute, while you are standing in water that is atleast one foot deep, any Tidal Arts feature you use that grants reach, or forces movement, or allows another to move, increase the distance by 5 feet.
If the target of the effect is also in water, increase the distance by an additional 5 feet.
When you hit a creature with an Unarmed Strike, you may expend 1 Tidal Die to manipulate the flow of water around a nearby target.
One creature within your reach must succeed on a Strength saving throw or be moved up to 10 feet in a direction of your choice.
A creature can willingly fail this saving throw you.
When a creature you can see hits you with a melee attack, you may use your reaction and expend any number of Tidal Die.
Roll the Tidal Dice and reduce the damage taken by the number rolled.
If this reduces the damage to 0, you may move up to 5 feet without provoking opportunity attacks, for each tidal die expanded
When you use Step of the Wind, you may expend 1 Tidal Die to leave a trail of ice behind you.
Each 5-foot space you move through during that movement becomes covered in ice until the start of your next turn.
The ice is difficult terrain for creatures other than you.
When you make an Unarmed Strike, you may expend 1 to 3 Tidal Dice to extend your reach for that attack.
Your reach increases by 5 feet for each Tidal Die expended.
The increased reach lasts for 1 minute. While this effect lasts, you can make Unarmed Strikes using your increased reach, and those attacks can benefit from any feature, feat, or magic item that would normally apply to your Unarmed Strikes.
As an action, touch an object of your size or smaller whos weight is no more than half your carrying capacity times the number rolled. For 8 hours, the object can be concealed within your shadow. While standing in dim light or darkness, you can draw or return it to your shadow as part of your Attack action or as an object interaction.
As an action, touch an object (or a willing creature) of your size or smaller whos weight is no more than half your carrying capacity times the number rolled. For 8 hours, the object can be concealed within your shadow. While standing in dim light or darkness, you can draw or return it to your shadow as part of your Attack action or as an object interaction.
For a number of minutes equal to the number rolled, your movements become unnaturally light
You don't trigger pressure plates, thin ice doesn't crack beneath you, fragile branches or an otherwise unstable structure can support your weight.
For a number of minutes equal to the roll, your voice can originate from any shadow within 30 feet.
When you fall, you can use your reaction and expend any number of Shadow Dice.
Roll the expended dice. Reduce any falling damage you take by an amount equal to five times the total rolled. You can also move up to 10 feet horizontally before you land for each Shadow Die expended.
For a number of minutes equal to the number rolled, your footsteps make no sound, you leave no tracks, and you have advantage on stealth checks.
As a bonus action, you may expend up to 5 of your unspent Hit Dice. For each Hit Die expended, regain one Shadow Die.
You gain no healing from Hit Dice expended in this way.
When you hit a creature with a melee weapon attack, you may expend 2 Shadow Dice, adding them to the damage dealt.
Choose another creature within 15 feet of the original target.
The second creature must succeed a Dexterity saving throw as shadows lash out from your target towards them. On fail takes necrotic, force or cold damage(your choice) equal to the total damage rolled on the weapons attack and the expended Shadow Dice and be knocked prone(Huge or smaller) half on a success and isnt knocked prone.
If the damage exceeds the creatures maximum hit points, choose another target and repeat for the remaining damage.
When a creature you can see hits you with an attack roll, you may use your reaction and expend one Shadow Die.
Add the Shadow Die to your AC against the triggering attack.
If the attack misses, you may immediately make one weapon attack against the attacker if they are within your reach
When you use Second Wind, you may expend up to 3 Shadow Dice. Add the total rolled to the healing.
For each Shadow Die expended, choose one benefit:
- Move 10 feet without provoking opportunity attacks.
- Become invisible until the end of your next turn or until you attack or force a creature to make a save.
- Immediately adopt a different Form from your shadow dancer feature.
When you move on your turn, you may expend one Shadow Die.
A 15 foot high 5 foot wide trail of supernatural darkness obscures you, creating a shadow path for you to move through. The darkness forms a line whose length equals 5 times the number rolled on the Shadow Die.
The darkness lasts until the end of your next turn. Creatures outside the darkness cannot see through it unless they possess a feature that allows them to perceive through magical darkness. Creatures inside the darkness treat it as normal darkness.
As a bonus action, expend one Shadow Die.
Teleport to an unoccupied space you can see within a number of feet equal to 10 times the number rolled.
If you appear within 5 feet of a creature, you gain advantage on the next attack you make before the end of your turn.
As a bonus action, or reaction to being attacked, expend 6 Shadow Dice and unleash the demon within. For 1 minute, you gain the following benefits:
Roll a D100
Gain temp hp equal to six rolls of your arts die.
Your melee weapon attacks gain an additional 10 feet of reach, and deal additional fire damage equal to your proficiency bonus.
You have advantage on Strength checks and Strength saving throws.
When you reduce a creature to 0 hit points, gain temporary hit points equal to your proficiency bonus, which can be added to your temporary Hit points pool.
The transformation ends early if your temporary hit points are reduced to 0 or you are knocked unconscious.
When you take the Attack action, you may expend one Shadow Die.
Move up to 10 feet without provoking opportunity attacks and make one weapon attack against a creature within your reach during that movement.
If that attack hits, add the Shadow Die to the damage roll.
For 1 hour, you may communicate telepathically with a number of willing creatures equal to the die roll that you have touched within the last 24 hours while you remain on the same plane of existence.
For a number of minutes equal to the number rolled, u suppress your heartbeat breathing, body temperature, and other visible signs of life. You appear dead to nonmagical examination.
As a bonus action, expend 5 Shadow Dice. For 1 minute, you gain the benefits of all three Forms of the Shadow Dancer simultaneously.
When this effect ends, your Forms of the Shadow Dancer are suppressed until you finish a long rest. You must then succeed on a DC 20 Constitution saving throw or gain one level of exhaustion.
You cannot activate this Shadow Art if your Forms are already suppressed.
When you take the Attack action, you can expend 1 Shadow Die to imbue one melee weapon you are holding with shadow and hurl it with supernatural force, even if it lacks the thrown property.
Make a ranged weapon attack with that weapon. The weapon has a range based on its weight:
Light: 20/60
Normal: 15/30
Heavy: 10/20
Before making the attack roll, choose one of the following effects:
Recall. Immediately after the attack resolves, the weapon vanishes and reappears in your hand.
Shadow Leap. Immediately after the attack resolves, whether the attack hits or misses, you teleport to an unoccupied space within 5 feet of the weapon's final location.
If the attack hits, add the expended Shadow Die to the weapon's damage roll.
As a bonus action, expend 1 Shadow Die.
Until the end of your turn, the normal and long ranges of your ranged weapon attacks are doubled, and your ranged weapon attacks ignore half cover.
The first ranged weapon attack you hit with before the end of your turn deals additional damage equal to the Shadow Die.