Showing posts with label young justice. Show all posts
Showing posts with label young justice. Show all posts

Monday, March 9, 2015

D&D Young Justice: Kid Flash

In the final week of my D&D Young Justice series, I'm going to do the hardest one ever: the speedster, Kid Flash. I've been wracking my brain trying to figure out what class to make him. I want one that will give him the amazing abilities of speed, and mainly focus on super quick punches. This sounds like it might be the monk. Then we also have the fact that his powers come from an accident of science. In D&D terms, the origin seems to fit best with Sorcerer. Am I going to finally multiclass a character? Heck no, I want to stick with one class for these characters. It's part of the challenge.

If I went monk I would only have to change the fluff, but if I went sorcerer I would have to do that too. All the mini-tornados would be wind spells, the super quick movement would be teleportations. But what about all the cantrips? Another option would be a new speedster rogue archetype, but that precludes any crazy magic and gives him sneak attack which feels silly.

Alright, if I start with his background, that should make things easier. Flipping through the PHB I weirdly think Guild Merchant is the best choice. In the show, Wally didn't have much of a background; all it says is that he copied Barry's experiment and got powers of his own. Well, he's got this amazing speed and comes from a tradition, that likely required mysterious rites, and what is this speed good for? Being a courier. It even fits with the whole Mercury thing that the Flash totally ash going.

Alright, knowing that, I have decided on monk. It's an order who focuses on connecting with the magic of speed to move quickly and save others. At times, they are so fast it seems like teleportation.

Way of Celerity
Monks of the Way of Celerity are the ultimate masters of speed. They use their ki to move amazingly fast, at times replicating the effects of teleportation. Their techniques are used to quickly traverse distances and to beguile their opponents. No one escapes from a monk who follows this tradition.
    Many monks who follow this tradition focus on motifs of feathers and lightning, some followers even making makeshift wings and attaching them to their boots or hats.

Boundless Speed
Starting when you chose this tradition at 3rd level, you can manipulate your ki for the purposes of ki even easier. You no longer have to expend ki to use the Step of the Wind.

Unseen Acceleration
At 6th level, you gain the ability to move so quickly that you can teleport short distances. As a bonus action, you can spend 1 ki to cast misty step or 3 ki to cast blink.

With All Due Haste
By 11th level, you have learned to channel your ki into speed to travel further distances and improve your combat capabilities. As a bonus action, you can spend 3 ki to cast haste on yourself. In addition, as an action, you can spend 4 ki to cast dimension door.

Stop the Clocks
At 17th level, you have learned how to move so quickly that time around you seems to stop. As an action, you can spend 10 ki to immediately gain two full rounds where only you can act. During these rounds you succeed on all attacks and other creatures fail all Dexterity saves and checks. The effects of your actions in these 2 rounds on other creatures do not happen until the end of the two rounds.

Alright, that looks pretty good. It doesn't fit the mold too well, given that it gives spells at 6th level instead of 3rd, but I like it.

Wally West
Level 1 Human Guild Merchant Monk
Str 10 (+0), Dex 16 (+3), Con 14 (+2)
Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
HP 10, AC 13, HD 1d8
Saves: Str +2, Dex +5
Speed: 40 ft.
Languages: Common, Gnomish, Halfling
Proficiencies: Navigator's Tools, Tinkerer's Tools
Skills: Acrobatics +5, Arcana +4, Athletics +2, Insight +2, Persuasion +2

Shortsword +5, 1d6+3 piercing
Unarmed Strike +5, 1d4+3 bludgeoning
Dart +5, 1d4+3, range 20/60

Feat: Mobile
Unarmored Defense
Martial Arts

Leveling Up Wally: First a look at this. Unarmored defense is wasted on him. I might need to add something called Speed of Thought that gives the option to add Int to AC instead of Wis. Maybe an extra feat, we'll see. Alright, so leveling up Wally, up his Dex as much as possible and grab the new Way of Celerity path I made. He should be a punching machine who is always in the right place. Good luck getting away from this speedster.

Tuesday, March 3, 2015

D&D Young Justice: Artemis

I'm going to be open here and let you know that Artemis is my favorite. She is the tough girl, but has plenty of flaws. Mostly she is a little unwise and has that awesome dark and mysterious past. Artemis is the fifth in my series so far. I've done Aqualad, Miss Martian, Superboy, and Robin. Like Robin, she doesn't have any superpowers. The closest thing she has is a complete control of her body and amazing skill with a bow. When I think of a non-mystical weapons expert, I'm thinking Fighter.

Artemis is a Fighter then, with a Criminal background? It should probably be Charlatan, but I already have that for Miss Martian and though Artemis wasn't ever a criminal, she was raised by them and knows that textbook backwards and forwards. 

What kind of archetype then to pick at 3rd level? I'd say Battlemaster, because then all her trick
arrows just become tricks.

Was this really that easy? Are you not going to do any homebrew today Mr. Stigler?
I AM!

Because I think all her trick arrows are still actually super cool, I'm going to giver her a Clever Quiver. This is a quiver that makes the arrows you pull out of it special in some kind of way. However, it can only enchant ten arrows a day, so it isn't unlimited at all. 

Clever Quiver
Wondrous Item, Rare (requires attunement)
This green leather quiver is just big enough to hold twenty arrows or bolts comfortably. It looks simple, but ten times a day the user may add a magical effect to the arrow they pull from the quiver. A user can give the ammunition a +1 enchantment; allow the ammunition to deal cold, fire, lightning, or thunder damage instead of its usual type; or make a creature succeed a DC 15 Constitution save on a hit, or be incapacitated for one round. These effects enchant the ammunition for a minute before the magic dissipates. You cannot enchant more than one piece of ammunition at a time. 

Is this overpowered? Maybe. I am away from the DMG right now, so I'll adjust it later once I can compare it to other Rare items. 

Artemis Crock
Level 1 Variant Human Fighter
Background: Criminal
Str 14 (+2), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 10 (+0), Cha 10 (+0)
HP 11, AC 14, HD 1d10
Saves: Str +4, Con +3
Speed: 30 feet
Languages: Common, Goblin
Proficiencies: Playing cards, thieves' tools
Skills: Acrobatics +4, Athletics +4, Deception +2, Perception +2, Stealth +5

Longbow +7, 1d8+3 piercing, 150/600 range
Hand Crossbow +7, 1d6+3 piercing damage, 30/120 range
Dagger +5 (+7 if thrown), 1d4+3 piercing damage 20/60 range
Longsword +4, 1d8+2 slashing, Versatile 1d10

Feat: Sharpshooter
Fighting Style: Archery
Second Wind 1/rest

Gear: Crowbar, dark common clothes, leather armor, longbow, 20 arrows, hand crossbow, longsword, two daggers, dungeoneer's pack.

Leveling Up: The great thing about being a fighter is all the feats. Grab the Martial Artist or Tavern Brawler feat for when you are weaponless, grab Resilient for Dexterity to up your saves, and then just pump your ability scores starting with Dex and Con probably. For her archetype choose Battlemaster and give her tricks like Distracting Strike, Precision Strike, Maneuvering Strike, Trip Attack, really any that aren't melee. if you want more tricks take the Martial Adept feat.

Next week I'm doing Kid Flash. I think monk would fit best as a far as showing how fast he is, and we can just call Ki the speed force. But he got his powers through science/magic. Which makes me think sorcerer. But I'm unsure. Hopefully I'll figure this out by Monday.


Monday, February 23, 2015

D&D Young Justice: Robin

For the past few weeks, I've been making Young Justice characters from the TV show into D&D characters. Oftentimes, this under powers them severely, but that is okay with me. I'm making up new rules, as I need them and so far I have always needed them. Alright, let's do any easy one this week. Or, at least, easy in theory it should be easy. Robin: Boy Wonder.

Now, most people like to argue about the class of Batman. Is he a rogue or a monk, or maybe an urban ranger? Well I'm here to end that argument. He is a rogue - a noble rogue, to be precise. This is the word of the Lord- thanks be to god. He has lots of skills, is very sneaky, and mostly tries to intimidate people. That's Dex, Cha, Int character if I ever saw one. Sure he is strong and tough, and  perceptive too. Heck, he is kind of perfect from a stats perspective. Batman's only flaws lie in his personality and his past.

Robin is similarly a rogue. Even more so perhaps- more quick than strong, more smart than wise. That isn't to say he doesn't possess other amazing traits, but he is known for sneaking off and doing covert ops. especially in the show. So a rogue, with an entertainer background that will cover the Flying Graysons. How about all that punching he does? Easy; make a feat called Martial Artist that gives anyone who takes it a bit of that fun Monk ability.

Martial Artist
Trained in a very graceful and specific style of combat, you have learned to strike hard with your body and perform amazing physical feats. You gain the following benefits:
  • Increase your Dexterity or Strength score by 1
  • You are proficient with unarmed strikes
  • Your unarmed strike uses a d4 for damage
  • You treat all simple melee weapons that aren't two-handed or heavy as finesse weapons
I like this feat, it will allow him to punch and kick people for okay damage, and most importantly, sneak attack with punches. It might be a little underpowered, but you have to be careful with how things mix. This would be terrible for a monk, for example, but maybe too powerful for that Path of the Brawler archetype I made last week for Superboy. 

Dick Grayson
Level 1 Variant Human Rogue
Background: Entertainer
Str 12 (+1), Dex 14 (+2), Con 14 (+2)
Int 14 (+2), Wis 12 (+1), Cha (+1)
HP 10, AC 13, HD 1d8
Saves: Dex +4, Int +4
Speed: 30 feet
Languages: Common, Gnomish, Thieves' Cant
Proficiencies: Disguise kit, pipes, thieves' tools
Skills: Acrobatics +5, Athletics +3, Investigation +4, Perception +3, Performance +3, Sleight of Hand +4, Stealth +6

Unarmed Strike +4, 1d4+2 bludgeoning
Rapier +4, 1d8+2 piercing
Dagger +4, 1d4+2 piercing, light, 20/60 range
Shortbow +4, 1d6+2 piercing, 80/20 range, 20 arrows

Feat: Martial Artist
Sneak Attack 1d6

Gear: Pipes, a token from your family, a costume, rapier, shortbow, 20 arrows, dungeoneer's pack, leather armor, two daggers, and thieves' tools

Leveling up: Grab the Thief archetype for the climbing and quickness and Use Magical Device. Up your Dexterity and intelligence as often as you can. I made the Martial Artist feat specifically to allow a Nightwing later on assuming you can get a nice pair of Electric Clubs that can turn into a quarterstaff. So get out there and save the world by investigating mysteries you sneaky boy wonder.



Tuesday, February 17, 2015

D&D Young Justice: Superboy

So I've been procrastinating putting up my BiFrost homebrew materials until I've talked more about exactly how I want the world to be. Until then, I'm just tuning Young Justice characters into D&D character, mostly because they are actually a pretty good example of an adventuring party (besides missing a healer, which luckily isn't necessary in 5e.) I've already done Aqualad and Miss Martian, and this week I'm going to tackle a tough one: Superboy.

Now Superboy is special. He was grown in a lab, and since then has learned to how to be a teammate and generally a good guy. He's got daddy issues (always fun), anger issues, and just general issues. His powers are mostly coming from his Kryptonian genes. He is resistant to damage and super strong. He isn't super well trained but has recently started picking up some training with Black Canary. Most of his fighting is built around his strength and his durability. Later in the show he gains more superman powers like laser eyes, flight, and super speed. However, this can be called a magic item rather than a class capability.

Given the anger issues and focus on strength we are going to go Barbarian. He will always be strong, but get even stronger when he really cares. Now, super people punch things, no weapons for them; however, the standard unarmed attack is measly and so is the tavern brawler feat. I'm thinking of making a Path of Strength for the barbarian that would increase unarmed damage and give big jumps, but so many of what the Totem Warrior abilities work well, Bear for the first two choices for resistance and strength, and eagle for the last ability for the jumping. Heck it even gives him his connection to Wolf. However, I wanted to keep the flavor for all the characters appropriate, and it isn't his connection to the spirits that makes him strong, but instead his own amazing strength. However, I can pull a lot of similar things that still fit. Maybe even give them sooner since it isn't a choice.

Alright, background should be Hermit? What does "grown in a tube" count as? I should probably come up with something like a Foundling or a Born Yesterday background, but they take so much work to do correctly. Hermit it is. Trapped in stasis, alone, learning...it's close enough.

Now for his race. I could do one of two things: A) Use the human or variant human, B) Make a Kryptonian race and give them big bonuses to Strength and Constitution and resistance to all damage except from magical sources. This could be extremely overpowered in a low-magic world, but actually pretty darn balanced in a magic heavy world or campaign. Or even just magic uncommon. Commoners couldn't bring you down easily, but rich people and magical things (most things) would have an advantage against you unless you destroyed them quickly.

Kryptonian
Ability Score Improvement. Your Strength and Constitution scores increase by 4.
Resistance. You gain resistance to all damage which doesn't come from a spell or magic attack.
Kryptonite Sensitivity. While within 30 feet of kryptonite, you lose the benefit of your Resistance race trait and you gain disadvantage on attacks, checks, and saves.

...oh Jesus. This is terrible. Kryptonite could show up in your games as little or as often as you'd like, which I guess has a good comic book feel. I think he'll just have to be super depowered from the show. What then to make his race? Half-elf fits the half-something/daddy doesn't love me vibe. Oh...oh....half-orc. You may think I'm crazy, but I don't care because then that means Superman is a full-blooded Orc with sunlight sensitivity. Some people would freak out about Superman not being human looking though. Let's be honest here, Kryptonians are sorcerer like people who get scorching ray from their eyes and cone of cold eventually and bonuses to Str and Con.

In fact...
Kryptonian (Second attempt)
Ability Score Improvement. Your Strength and Constitution scores increase by 4.
Resistance. You gain resistance to all damage that doesn't come from a spell or magic attack.
Kryptonite Sensitivity. While within 30 feet of kryptonite, you lose the benefit of your Resistance race trait and you gain disadvantage on attacks, checks, and saves.
Solar Powered Superhero. You can cast the x-ray vision spell once per day. When you reach 5th level, you can cast the scorching ray spell once per day. When you reach 11th level, you can also cast the cone of cold spell once per day. Charisma is your spellcasting ability for these spells. If you haven't been in the sun for 24 hours

Oh man, I'm way off task because this wouldn't work for Superboy, only Superman.
I think we'll just do a human, or half-orc if you're okay looking funny. God, it is boring, but it works.
Well Superboy is a bit boring, so it fits.
Alright, now for the new barbarian path. Path of the Brawler? Sure.

Path of the Brawler
Some barbarians find their power, not in violence or spirits, but instead in the strength of their arms. The Path of the Brawler is a path of pure power and an expression of peak physical condition. You do not rely on weapons to destroy your enemies, and your rage only strengthens your resolve to destroy your enemies.

Powerful Blows
When you choose this path at 3rd level, you learn to strike forcefully. Your unarmed strikes deal 1d6 damage instead of the usual amount. While raging they instead deal 1d8 damage.

Massive Leap
At 3rd level, when you adopt this path, you gain the ability to make amazing jumps. While raging, your jump distance is doubled and you gain advantage on all checks related to jumping.

Iron Body
At 6th level, your proficiency with brawling has increased the hardness of your body. Your unarmed attacks count as magical for the purpose of overcoming damage reduction. In addition, when you begin a rage you gain a number of temporary hit points equal to your barbarian level.

Shockwave
At 10th level, you gain the ability to create a shockwave when you land. As a bonus action when landing from a jump, you can force all adjacent enemies to make a Dexterity saving throw against a difficulty equal to 8 + your proficiency bonus + your Strength modifier; on a failed save the creatures are knocked prone and take and take 5d10 force damage, on a successful save the creature still takes damage but remains standing. This ability recharges at the end of a short or long rest.

Knockout
At 14th level, you can use a bonus action to knock a Large or smaller creature prone when you hit it with an unarmed strike.

There we go. I will likely revisit this later once I do some testing with it, but I like how it looks. Now let's put it all together.

Connor Kent
Level 1 Variant Human Barbarian
Background: Soldier
Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 10 (+0), Cha 8 (-1)
HP 15, AC 15, HD 1d12
Saves: Str +5, Con +5
Speed: 30 feet
Languages: Common, Orc, Elvish
Skills: Animal Handling +2, Athletics +5, History +2, Intimidation +1, Perception +2

Unarmed Strike +5, 1d4+3 bludgeoning, can use bonus action on hit to attempt a grapple
Scimitar +5, 1d6+3 slashing, light
Dagger +5, 1d4+3 piercing, 20/60 range
Javelin +5, 1d6 piercing, 30/120 range

Feat: Tavern Brawler
Rage 2/day
Unarmored Defense

Gear: An insignia from those who created you, a monsters head, a set of common clothes, a shortsword, a dagger, an explorer's pack, four javelins.

Leveling up: Get Strength and Constitution up first followed by Dexterity and Wisdom for those amazing senses and reflexes. Choose the new path I made and enjoy punching and jumping things to death.

Since he was given some weapons, I figured we might as well use concealable ones that would let him do other kinds of damage. Also, I changed his background to soldier; the skills fit better and he was created to be a soldier. I still think half-orc superboy with full-orc superman sounds amazing. Or you could use elves and half-elves, but then the improved strength is harder to get. Heck, I still love that Superman isn't even a man. Humans are odd.


Monday, February 9, 2015

D&D Young Justice: M'gann M'orzz

Making Kaldur'ahm was extremely fun. Like exceedingly. And satisfying too. It was like finally playing with a PC you created and seeing them work perfectly. Like planning your main months before the MMO comes out and then when you play it's perfect. I want more of this feeling. I'm going to create the rest of the animated young justice main crew.

No one else is quite as standard fantasy as Kaldur, but that just means I'm going to have to be more creative. I might even have to give up trying to not change the flavor of the classes from that presented in the PHB. That's a long way off however because Wizards just released a perfect race for my challenge this week. 

First, who is the character I'm creating? Hello, Megan! It's M'gann M'orzz a.k.a. Ms. Martian. Another Young Justice character, she gets most of her powers from simply being a Martian. She and her uncle are similar to superman in that way. However, instead of being weak to kryptonite she is weak to heat. A little more common. Most martian powers boil down to telepathy, telekinesis, shape shifting, and its cooler cousin density shifting. 

Like I said earlier, Wizards made my job easier by releasing the Changeling class last week. Officially M'gann can also shift her clothes, but this works so well, that I don't really see an issue. So the race covers the cosmetic shape shifting, but what about the rest? Well to get telekinesis and telepathy and better shape shifting we are going to need to go arcane caster. M'gann doesn't study anything and she is extremely charismatic, so probably Sorcerer or Warlock. Looking at both options I really like the Warlock pact for all the telepathy and stuff, but the sorcerer chassis as a whole for being more powerful and having that innate feel to it. Her background is oh jeez this is hard, I want to say charlatan although see if your DM will let you switch sleight of hand for insight. She is good at reading people, not so much at stealing. 

Alright, since this is Homebrew Monday (I need a better name for this still), I'll cave and homebrew an Outsider origin for the Sorcerer class. I think it will give most of the easier telepathy stuff, and we'll leave the shape shifting to spells. Will this character be as powerful as the real M'gann? Heck no, but that's okay because this is D&D; we're lower on the power scale.




New Sorcerous Origin: Outsider Influence
Your innate magic comes from the influence of beings outside reality mingling with you or your bloodline. You might have been rescued from an assault by psychic aberrations and their warped magic warped you on accident. Instead, you may have sought out rituals and favors from these beings to not just borrow their power, but to change you forever. Some sorcerers with this origin are aliens themselves, or have the blood of aliens running through them.  No matter how you got this power, it strengthens your mind and your will. It runs through you, altering your physiology and psychology, for good or ill. In Eberron, I'm thinking influence for Xoriat or Dal'Quor could both work well to cause this bloodline. 

Cerebral Transmission
At 1st level, when you choose this origin, the alien influence allows your mind to connect with others. You gain telepathy out to 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic communication; however, if the creature doesn't speak a language, you only gain a feeling of its general emotions. 

Alien Form
The magic that flows through your body allows it to shift and bend in unforeseen ways. Your melee reach is extended by 5 feet, and you gain advantage on Dexterity checks to escape grapples or bonds. 

Mental Backlash
At 6th level, your experience fending off others thoughts has strengthened your will; you gain proficiency with Wisdom saving throws. In addition, whenever you succeed on a Wisdom or Charisma saving throw, you can spend 1 sorcery point as a reaction to either deal 2d10+sorcerer level damage to whatever creature forced you to make that save, or to instead make it take psychic damage equal to the damage inflicted upon you.

Perfect Adaptation
At 14th level, you no longer need to breathe and you have immunity to the poisoned condition and to poison damage. You also learn to survive in different environments. As an action, you can spend 1 sorcery point to gain a swim speed or 2 sorcery points to gain a fly speed. Whichever you choose, the new speed equals twice your current speed and lasts for 1 hour. 

Psychic Superiority
At 18th level whenever you cast a spell of 1st-level or higher that requires the creature to make a Wisdom or Charisma save, you can also make that creature take 1d10 psychic damage per spell level on a failed save, or half as much on a successful one. This is in addition to any damage the spell already deals. 

What I'm thinking: Alright, this might be crazy overpowered, but I don't care, because I think the sorcerer origins are a bit under-powered. Mental Link gives her telepathy and DM fiat can make it group telepathy with her facilitation. At one point, it also gave her access to vicious mockery, but she doesn't like using telepathy for fighting in the show, so I scrapped it; well at least not always, so I figure we leave psychic damage for the real spells. Alien form gives her some more shifting, as does perfect adaptation. Mental strength and psychic superiority are likely super unbalanced, but I think super flavorful and the first one won't come up very much and the second is 18th level so should be a pretty big deal. 

Alright, I decided she needs a good force telekinetic cantrip. 

New Spell for Sorcerers and Wizards
Mage Slap
Evocation cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You quickly summon a hand of force to slap a creature. Make a ranged spell attack against a creature in range; on a hit, you deal 1d6 force damage to that creature and it cannot take reactions until the start of your next turn.  
   This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Alright, it's time to bring out M'gann.

M'gann M'orzz
Level 1 Changeling Sorcerer
Background: Charlatan
Str 8 (-1), Dex 11 (0), Con 14 (+2)
Int 12(+1), Wis 13(+1), Cha 16(+3)
HP 8, AC 10, HD 1d6
Saves: Con +4, Cha +5
Speed: 30 feet.
Languages: Common, Undercommon, Elvish, Telepathy to 60 feet
Skills: Arcana +3, Deception +5, Insight +3, Persuasion +5, Stealth +2

Reach of 10 feet with melee
Quarterstaff  +1, 1d6-1 bludgeoning, versatile d8
Dagger +2, 1d4 piercing, range 20/60
Mage Slap +5, 1d6 force, 60 ft. opponent can't make reactions

Sorcerous Origin: Outsider Influence (Cerebral Transmission, Alien Form)
Cantrips: blade ward, friends, mage hand, mage slap
1st-level spells: shield, sleep

Gear: Quarterstaff, component pouch, explorer's pack, two daggers, a set of fine clothes, a disguise kit, papers for Megan Morse.

Leveling up M'gann
Ability score improvements should up Charisma and Wisdom
Spell choices should focus around shape shifting yourself, telekinesis, and telepathy
(alter self, levitate, fly, detect thoughts, dominate/hold blank, polymorph)


Monday, February 2, 2015

D&D Young Justice: Kaldur'ahm

Usually this is where I would post some homebrew rules and start explaining them, but since I'm not that far into the worldbuilding side of my blog yet, I'm just going to turn some beloved characters into 5e characters. Deal? Deal.

I love Young Justice. Something about it just tickles me, probably because the first comic book I ever owned was Young Justice #3. 12-year-old me loved the fact that they were teenagers (hunky ones at that) and that they kind of ruined everything. The animated show delivered that and more. The characters had depth, the stories engaging. The death of that series is truly a tragedy.

Before its death, that amazing production introduced one of my favorite characters ever, Aqualad a.k.a. Kaldur'ahm. Kaldur was awesome; partly because he was a good but reluctant leader, partly because he made water weapons and had lightning!

Story-wise, he was a student at a magic academy in Atlantis who left to be Aquaman's sidekick. As far as background goes, we'll make him a sage. He was studying before he started adventuring, and he is pretty darn clever; seems appropriate. Now we need to represent his physical prowess and his more limited magical prowess, likely with a class. I want to avoid multiclassing if possible, partly because some DM's don't allow it, and partly because I want you to be able to play Kaldur from level 1. I also want to keep the same flavor for every D&D game so no Tempest cleric despite how easy that would be.

I think the best option is to actually do some homebrew. I'm thinking an Atlantean Sorcery Otherwordly Patron for the warlock class. I could give him electric powers, he could "summon" weapons of water, and...alright, while that fits, wouldn't it just be easier to let him multi-class and do 1 level of sorcerer before going eldritch knight. In fact, wouldn't it be easier to just make him a variant human with a magic initiate feat and instead convert some Pathfinder spells that control water. Good compromise Matt. Thanks, Matt. I should also homebrew an Atlantean race...

New Race

Atlantean
A race of underwater humanoids that look suspiciously human. Atlanteans live in their submerged cities, studying the mystic currents of the ocean, protecting it's creatures, and constructing beautiful feats of architecture.
Ability Score Increase. You Strength score increases by 2, and two of your other scores increase by 1.
Age. Atlanteans mature at the same rate humans do and reach adulthood around the age of 18.
Alignment. Atlanteans are almost always good, and usually lawful; however, there are always outspoken rebels.
Size. Atlanteans are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet and your base swim speed is 30 feet.
Amphibious. Atlanteans can breathe both air and water.
Darkvision. Accustomed to the dark ocean floor, you have perfect vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common and Atlantean.

Variant Atlantean
If your campaign uses feats, your dungeon master might allow these variant traits, all of which replace the Atlantean's Ability Score Increase trait.
Ability Score Increase. Your Strength score increases by 2.
Feat. You gain one feat of your choice.

What am I thinking?
Atlanteans are supposed to be able to withstand crazy pressure and be super strong. I don't want to get too crazy with bonuses, so +2 is enough. They are also human enough to get the feat variant to show differences. (Maybe I should add this option to all races?) Darkvision is also for living in the depths of the ocean. Hopefully, the swimming and water breathing should be obvious enough.

New Spells for Druids, Sorcerers, and Wizards

Hydraulic Push
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon a blast of water that knocks over and soaks one creature or square. Make a ranged spell attack against a creature, if it hits the creature takes 2d8 bludgeoning damage and is knocked prone. This spells also extinguishes any normal fire on a creature or object, or in a 5-foot square which it is targeted against. Magical fire is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Slipstream
2nd-level conjuration
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes.
You create a low-cresting wave of water that carries the target as they move. The target's land speed improves by 10 feet. In addition, the target's swim speed increases by 20 feet; if the target does not have a swim speed it instead gains a swim speed of 20 feet.

Hydraulic Torrent
3rd-level evocation
Casting Time: 1 Action
Range: 60 feet.
Components: V, S
Duration: Instantaneous
You summon a powerful stream of elemental water 60 feet long and 5 feet wide at the base. Everything in the line must make a Strength saving throw. A creature or object in its path takes 6d6 bludgeoning damage and is knocked prone on a failed save, or half as much damage on a successful one. The water extinguishes normal fires it encounters along its path. Magical fires are unaffected.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Kaldur'ahm
Variant Atlantean Fighter 1
Background: Sage
Str 16 (+3), Dex 12 (+1), Con 12 (+1)
Int 12 (+1), Wis 12 (+1), Cha 12 (+1)
HP 11, AC 16 (chainmail), HD 1d10
Saves: Str +5, Con +3
Speed 30 ft., Swim 30 ft.
Languages: Atlantean, Common, Draconic, Elvish
Skills: Arcana +3, Athletics +5, History +3, Insight +3
Feats: Magic Initiate (Wizard)

Scimitar +5, 1d6 +3, slashing (has two and attacks twice)
Light Hammer +5, 1d4+3, slashing 20 ft./60 ft.
Shocking Grasp: +3 1d8 lightning

Fighting Style: Two-Weapon Fighting
Second Wind
Cantrips: shocking grasp, true strike
Shield once a day

Gear: Chain mail, two scimitars, two handaxes, an explorer's pack, a bottle of black ink, a small knife, a clue to your father's identity, a set of common clothes, a belt pouch containing 10 gp.

Leveling up Kaldur:
I would say get the War Caster feat ASAP.
Choose Eldritch Knight for your Martial Archetype.
Pump up his Str first, then Int and Cha.
Inspiring Leader would be another flavorful choice as well as Battle Master.

Your DM won't let you play with my new race? Just use a Variant Human for the feat, if no feats then Half-Elf to get that half-human feel and some nice bonuses.