Base Class: Ranger
Though many sailors respect the ocean out of fear of its destructive capability, few recognize its equal potential to create and sustain life both within and on land—those who do often become Reef Guardians. As sworn protectors of the sea, these rangers work tirelessly to cultivate the life within water and protect it from any natural or unnatural threats, even if that requires the sacrifice of life in the process. The Reef gives as much as it takes, and its Guardians will stop at nothing to ensure this never changes.
Reef Guardian Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Reef Guardian Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Reef Guardian Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Fog Cloud |
| 5th | Spike Growth |
| 9th | Tidal Wave |
| 13th | Evard's Black Tentacles |
| 17th | Maelstrom |
Coral Wounds
At level 3, your attacks are infused with the lifeforce of the ocean, allowing you to implant its will against your enemies. When you hit a creature with a weapon attack on your turn, coral growths appear from the wound, placing one stack of Coral Wounds on it that remains for 1 minute. If you strike a creature that already has one stack of Coral Wounds, you place one additional stack, up to a maximum of 3. When you hit a creature that has 3 Coral Wounds, you consume all stacks and deal an extra 2d10 non-magical slashing damage as the coral on and within the target's wounds shatter.
This extra slashing damage increases to 3d10 at level 11 and 4d10 at level 17.
Experienced Seafarer
Also at level 3, your time at sea has allowed you to fight unimpeded while underwater. You do not receive disadvantage from underwater combat.
Additionally, you gain proficiency with Navigator's Tools and double proficiency for Survival skill checks when it concerns the ocean or seafaring.
Reef Servant
Starting at level 7, you can spend 1 minute casting a ritual spell to imbue a corpse with life-giving coral, animating its body as a Reef Servant for 24 hours. During this time, you can use a bonus action to give it commands similar to those of the Unseen Servant spell. You may only have one Reef Servant at a time. If you use this feature while a Reef Servant is active, the original one falls to the ground, lifeless.
In combat, Reef Servant can only take the Dash, Dodge, Grapple, Help, or Shove actions. Alternatively, as a bonus action on your turn, you can cause it to self-destruct, throwing out coral shrapnel and dealing damage equal to half of its current hit points as non-magical piercing damage to all creatures within 5 feet of it. The Reef Servant has 30 feet of movement, an AC of 12, and 30 hit points.
This feature can be used once per long rest. At levels 12 and 17, you gain an additional charge, and the Reef Servant's hit points increase by 10.
Violent Shatter
At level 11, whenever you attack a creature and consume all of its Coral Wounds, you can choose one of the following effects:
- For the sake of overcoming damage resistances, the Coral Shatter damage becomes magical slashing damage.
- Up to two creatures within 10 feet of the target take half of the rolled Coral Shatter damage as non-magical piercing damage.
- Until the start of your next turn, the target's speed is reduced by half, and it cannot take reactions.
Rejuvenating Sacrifice
At level 15, you have truly connected with both the wrath and benevolence of the ocean. When commanding a Reef Servant to self-destruct, any allies within the explosion radius receive half of its current hit points as healing instead of damage.
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