Ranger
Base Class: Ranger

Mariners are rangers born not to the forest or mountains, but to the sea. You are the daring merchant-princess, the cunning freebooter, or the bold explorer. As a traveler between the great seaports, with no single home, you exist on the borders of society, moving on and seeking new adventures when your luck or patience run out in one port. Your fighting style reflects the common traits of sailors everywhere, prizing freedom, mobility, and swift reciprocity.

The lanes you travel are choked with pirates (who may be your enemies or even bitter rivals), mysterious monsters, and strange dealings. You keep an ear out for old sailor's tales, offhand rumours and wharf signs and omens, making it your purpose to protect the high seas.  Upon retiring, mariners often become simple merchants, following common routes and carrying traditional cargo, yet their hearts burn with a passionate fire that may lead them to accept one “last” great adventure.

Note: It is highly recommended to enable Tasha's Cauldron of Everything's Optional Class Features to get the most out of this Ranger subclass.

Seasoned Sailor

At 3rd level, you gain proficiency in navigator’s tools and either vehicles (water) or a musical instrument of your choice. Your proficiency bonus is doubled for any ability check you make that uses these proficiencies.

Corsair Fighting Style

Starting at 3rd level, you adopt a second fighting style, which can only be chosen from the following special options: Harrying, Ship-to-Ship Warfare, Mobility, or Two-Weapon Fighting.

You can't take the same Fighting Style option if you already chose it earlier.

Harrying

When you hit a creature with an unarmed strike or a melee attack using a weapon that doesn’t have the two-handed or heavy property, the creature’s speed is reduced by half until the end of its next turn.

Mobility

As long as you are not wearing medium or heavy armor or using a shield, you have a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Ship-to-Ship Warfare

You have resistance to non-magical bludgeoning, piercing or slashing damage while behind cover.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Vendetta Strike

Also at 3rd level, if a creature has attacked you within the last minute or is your favored enemy, you gain a bonus equal to your Wisdom modifier to your attack and damage rolls against that same creature(minimum of 1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Slippery Opponent

At 7th level, when you hit an opponent with a weapon attack during your turn, that opponent’s attack rolls against you are made at disadvantage until the end of your turn.

In addition, whenever you fail a saving throw to avoid becoming frightened or restrained, or a Strength (Athletics) check related to climbing or swimming, you can use your reaction to roll that saving throw or ability check again. If you do so, you must use the new roll.

Improved Vendetta Strike

Starting at 11th level, you learn to use your Vendetta Strike in additional ways. If you attack a creature that has attacked you within the last minute or is your favored enemy, you can use a Bonus Action to impose one of the following effects:

  • The creature can't make opportunity attacks against you until the start of your next turn.
  • The creature must make a Wisdom saving throw or be frightened of you until the start of your next turn.
  • You can make a weapon attack against any number of other creatures within 5 feet of that creature, rolling a separate attack roll for each target. These attacks can't benefit from the original effect of Vendetta Strike.

Additionally you now regain all expended uses of your Vendetta Strike after you finish a short or long rest.

Riding the Currents

At 15th level, you gain a special defensive ability of your choice.

Evasion

You can nimbly dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Outmaneuver

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Riposting Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you and deal the other half to that same creature.

Previous Versions

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7/4/2023 5:13:56 PM
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