Ranger
Base Class: Ranger

Umberlant Warriors are tribal priests and oceanic scavengers who devote themselves zealously to Umberlee, the Goddess of the Sea. These Rangers are right at home scavenging the depths of the ocean, fighting in Foaming Wars on land, or honing the chaos of the waves into their own blood. Umberlant Warriors may seem to be savages on the surface, but their knowledge of maritime combat strategies is next to none and it is seen as a death sentence being caught in their territory. These devout warriors worship the very tides the swim in and learn to utilize them to their fullest in battle as well as in exploration.

Umberlant Warrior Spells

Starting at 3rd level, you gain access to additional spells when you reach certain levels in this class, as shown in the Umberlant Warrior Spells table. The spell counts as a ranger spell for you and are listed on the table below.

Ranger Level

3

Spells

Create or Destroy Water, Divine Favor

5

Blur, Branding Smite

9

Haste, Wall of Water

13

Control Water, Watery Sphere

17

Destructive Wave, Holy Weapon

Ocean Dweller

You gain a swimming speed of 50 feet, and you can breathe underwater.

Sacrificial Mark

Starting at 3rd level, you can mark one prey as a sacrifice for Umberlee, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Merciless

At 7th level, the relentless fury of Umberlee's crashing waves courses through you. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points on a Sacrificially Marked target, you can make one melee weapon attack as a reaction.

Crashing Wave

At 11th level, as an action, you can summon forth a wave which attacks everything in a 50-foot line. Each creature in the cone must make a Strength saving throw against your spell save DC, taking 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creatures who failed their Strength saving throw is immediately moved 50 feet away from you to where the wave dispersed.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Wrath of the Wavemother

You gain the divine boon that all priests of Umberlee covet, the ability to summon a Tsunami and let the chaos from the ***** Queen of the Sea run rampant. Starting at 15th level, you can cast the spell Tsunami without expending a spell slot. You and up to three allies of your choosing may swim through this Tsunami unharmed.

Once you use this feature, you cannot use it again until the end of your next long rest.

Previous Versions

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