Base Class: Ranger
A Surface Sentinel stands as a resolute protector against the threats that lurk beneath the waters, preventing the escape of the horrors imprisoned in the cold depths, and ensuring that the dangerous forces of the underwater realms never breach the surface. Harnessing the might of the sea, they command the power to manipulate currents, create cunning traps, and defend with a surging resolve. Such rangers are often found amongst trade routes or popular port cities, but there is no place-or depth-they won't go to defend the fragile peace of the surface.
Surface Sentinel Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Surface Sentinel Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Surface Sentinel Spells
| RANGER LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Sea Shroud
Your bond to the waters aid you in facing your foes. You gain a swimming speed equal to your walking speed and can breathe underwater.
In addition, while you are underwater, your weapon attacks ignore the penalties caused by being underwater.
Lastly, while you are at least half-submerged in water, creatures have disadvantage on Wisdom (Perception) checks to see you. While you are fully submerged in water, you are invisible to any creature above the surface of the water.
Spout Trap
At 3rd level, you can call upon the waters to aid you in trapping your foes. As a bonus action, you can magically form a small vortex within 60 feet of you in an unoccupied space you can see. This vortex lasts for 1 minute and is unnoticeable to a creature unless they use their action to succeed an Intelligence (Investigation) check against your spell save DC to notice it. You can have a number of vortexes equal to your proficiency bonus active at once, and you can’t form one while at your maximum.
When a hostile creature steps into the vortex, they take magical bludgeoning damage equal to 1d6 + your Wisdom modifier and their movement speed is reduced to 0 until the end of their next turn as the vortex erupts around them, dissipating afterwards.
Also, while you are controlling at least 1 vortex, you can spend your bonus action to move each vortex you control up to 20 ft. horizontally.
When you reach 11th level in this class, the damage increases to 2d6.
Surging Shield
At 7th level, your connection to the sea grants an enhanced defense. You gain resistance to cold damage.
Additionally, when you or an ally take damage while standing within 5 feet of a Spout Trap, you can use your reaction to have the trap interrupt the incoming blow. When you do so, roll the dice of your Spout Trap feature. The damage taken from the attack is reduced by the number rolled + your Wisdom modifier. The trap dissipates after this use.
Depth’s Anchor
At 11th level, your connection to the sea enables you to anchor your foes to great depths. Once per turn, after you hit a creature with an attack roll, you can move the nearest Spout Trap to that creature’s space, triggering the trap.
The creature must also succeed a Constitution saving throw against your spell save DC. On a failure, the creature is stunned until the start of your next turn, as the vortex envelops and chains their body to the trap.
You can use this feature any number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a long rest.
Wave Warp
Starting at 15th level, your vortexes can grant you safe passage on the battlefield. Once per turn, when you step into one of your Spout Traps, you can briefly transform the vortex into a small portal and teleport to another vortex within 60 feet that you’ve created.
Traveling through one of your vortexes also grants you a brief watery barrier. When you teleport through one of your vortexes, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks until the start of your next turn.
Previous Versions
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