Base Class: Ranger
Amidst the tempestuous dance of wind and waves, there exists a breed of Rangers who have forged a profound connection with the unpredictable currents of the sea. Known as Tidecallers, these skilled navigators and guardians of the coast harness the power of vortexes and tides to command the battlefield with a fluid grace that few can rival.
Aquatic Affinity
Deep within the currents, the Tidecaller develops an innate connection to the vast expanse of the ocean, gaining extraordinary abilities to navigate the underwater realms.
You gain the following benefits:
- Swim Speed: Your connection to the sea grants you a swimming speed equal to your walking speed. Moving through water becomes as natural as walking on land for you.
- Darkvision: The dimly lit depths of the ocean are no hindrance to your keen senses. 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. While in darkness, you perceive shades of gray.
- Water Breathing: The depths of the ocean are your sanctuary. You can breathe underwater effortlessly. This ability lasts for a number of hours equal to your proficiency bonus, and it renews after a long rest.
Tidecaller Magic
Starting at 3rd level, you learn the Shape Water Cantrip and an additional spell when you reach certain levels in this class, as shown in the Tidecaller Spell table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. The spells are part of the Tidecaller spell list, which includes thematic and water-oriented spells.
Tidecaller Spell table:
| RANGER LEVEL | SPELL |
|---|---|
| 3rd | Fog Cloud and Create or Destroy Water |
| 5th | Blur |
| 9th | Water Walk |
| 13th | Control Water |
| 17th | Maelstrom |
Rippling Mark
Additionally at 3rd level, You've learned to harness the power of sea currents to mark your foes, manipulating their movements as effortlessly as the ebb and flow of the tide.
As a bonus action, you can choose a creature within 30 feet of you and mark it. The marked target suffers the following effects:
-
When you hit the marked creature with a weapon attack, you deal an additional 1d6 cold damage. This additional damage can only occur once per round.
-
The marked creature must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, you can choose to move the creature 10 feet toward or away from you.
The mark lasts for 1 minute, until the creature drops to 0 hit points, or until you mark a different creature.
The damage of the mark increases to 2d6 at 11th level and 3d6 at 17th level.
Rippling Ward
At 7th level, your mastery of sea currents grants you a defensive edge in the heat of battle.
- Cold Resistance: You gain resistance to cold damage.
- As a reaction when you are hit by a melee attack, you can use your Rippling Mark to create a defensive ward. The creature that hit you must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is moved 10 feet away from you, and your movement speed is increased by 10 feet until the end of your next turn.
Tidal Onslaught
At 11th level, your connection to sea currents allows you to unleash a devastating offensive onslaught.
- When you take the Attack action on your turn, you can make an additional weapon attack against a creature marked by your Rippling Mark.
Riptide Convergence
At 15th level, your mastery over sea currents evolves, allowing you to mark multiple foes and manipulate the ebb and flow of battle with unprecedented finesse.
You can now use your Rippling Mark feature to mark up to three creatures simultaneously. When you use Rippling Mark, all creatures currently marked by your Rippling Mark feature suffer the effects of the mark.
As a bonus action, you can teleport to a space adjacent to one of the creatures marked by your Rippling Mark feature, as long as the creature is within 30 feet of you and not incapacitated. After you teleport, the creature you teleported to must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, you can choose to move the creature 10 feet toward or away from you.
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