Ranger
Base Class: Ranger

The sea is home to many dangers and mysteries beyond what one can imagine, many prefer to avoid it or cross it under the protection of boats and magic, except for the sea explorer who uses his skill and courage to reach depths never touched before, and fight on equal terms with the threats that reside there.

Sea Explorer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sea Explorer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Sea Explorer Spells
Ranger Level Spells
3rd create or destroy water
5th gust of wind
9th tidal wave
13th control water
17th maelstrom

Sea Dweller

Your time underwater hunting and exploring in the vast sea has taught you to live like a sea creature.

At 3rd level, you gain the following benefits:

- You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

- You gain an swimming speed equal to your walking speed

- You can hold your breath for an number of hours equal to your proficiency modifier

Sea Fighting

Fighting on dry land is completely different from fighting under the pressure of the sea. Your training time to adapt to these adversities has allowed you to develop new combat skills with certain equipment.

At 3rd level, When you hit a creature with a weapon, you can once per turn deal an extra 1d8 damage to the target which increase to 2d8 when you reach level 11 on this class. Certain weapons also gain improvements when you use them. Javelins, spears, and tridents gain the finesse property for you, and each of them also gains a unique ability listed below.

- Javelins have their throwing range increased to (60/240) feet.

- Spears also gain the light property.

- Tridents have their damage dice increased to (1d8/1d10) and when using them with two hands, your AC increases by 1 point.

Ocean Trailblazer

At 7th level, you can, as a bonus action, choose up to 10 creatures you can see and give them the same benefits as your Sea Dweller class feature for 1 hour. You can use this feature a number of times equal to your proficiency modifier regaining its uses after a long rest.

You also gain advantage on abillity checks and Strength and Dexterity saving throws while underwater.

Underwater Hunter

At 11th level, you gain the following benefits:

- You learn the spell waterwalk and can cast it once per long rest without spending a spell slot.

- You gain resistance to bludgeoning and cold damage

- Your swimming speed now equals twice your walking speed

- Your darkvision gains a range of 300 feet

- You can now breathe underwater

Apex of the Seas

At 15th level, your skill and prowess under the sea is so absolute that you can now show it off even to the fools on dry land.

As an action, you can create a 30-foot-radius sphere of suspended water at a point of your choice within 60 feet of you. The sphere extinguishes any flames and purifies any liquid it comes into contact with. Any creature within the sphere that does not have a swimming speed has disadvantage on attack rolls and Strength and Dexterity saving throws. Ranged attacks coming from outside the sphere have disavantage against creatures inside it. The sphere remains for 10 minutes, draining at the end of its duration or when the user chooses to undo it (no action required). If another sphere is created within the duration, the previous is undone at the end of your next turn.

While inside the sphere you gain the following benefits:

- You can apply the extra damage from the Sea Fighting class feature twice per turn

- You have advantage on attack rolls

You can use this action a number of times equal to half your proficiency bonus (rounded down). You can also use it spending a 3rd level spell slot or higher.

Comments

Posts Quoted:
Reply
Clear All Quotes