Ranger
Base Class: Ranger

Sea Captains are infamous for their combat prowess, often sporting a blunderbuss and sword along with an array of explosives. These mid field combatants specialize in using their keen wit to tip the scales of any fight in their favor.
Through their time at sea, exposed to the elements and magic of the ocean, Sea Captain's gain the ability to channel a small array of spells. 

Expanded Spell List

At 3rd Level you gain access to additional spells

Hazardous Work Environment

Learning to keep your footing is one of the first lessons you're taught aboard a ship. Learning how not to drown after you fall overboard is the second. At 3rd Level you gain a swimming and climbing speed equal to your walking speed. Any increase to your walking speed through the use of spells, buffs, physical augmentation, or ability score increases also affects your Swimming and Climbing speed. 

You also gain proficiency with water vehicles and have advantage on checks made to navigate the ocean, including hazards and natural phenomena. 

Seasoned Sailor

Everyone starts somewhere. Cook, deckhand, barnacle scourer. The skills you picked up in the early days of your trade stuck with you. At 3rd Level, choose two tool proficiencies and gain access to the Blunderbuss.

At 3rd level you unlock access to the Blunderbuss, a short to medium range pistol that fires a variety of projectiles. The projectiles can be upgraded and augmented, see Blunderbuss Skill Tree. You also gain the ability to craft primitive grenades that can be upgraded, see Explosives Skill Tree.

You also gain the Dual Wielder feat. Your Blunderbuss counts as a light weapon for the purposes of this trait.

In Your Element

At 7th Level, while in contact with water gain tremor sense. This sense only extends 30 feet and only picks up vibrations within that same source of water. For instance, if you were standing in a shallow pond that is 30 feet in diameter, you could sense any creature or source of vibration within that pond. You understand that basic shape of the thing causing the vibration. Additional information about the source requires concentration. 

You may attempt to extend the range of this ability. For every 10 feet beyond the original 30 you must make a Wisdom Saving Throw of 12. Failing the saving throw causes you to lose any gained range and you are unable to extend the range again for 1 hour. 

A Ship Needs a Captain

At 11th Level, you can now summon a Spirit Boat, a vessel bound to you and you alone. The Spirit Boat takes the form of a 20 foot boat that has basic accommodations for a group of five. The ship is exceptional at navigating the sea and you gain advantage on saves made to avoid damage by natural disasters while at sea. The ship can float above non-difficult terrain up to a height of 20 feet and moves at 20 miles an hour. You may extend the amount of either by 10, but doing so requires concentration and shortens the duration by 1 hour. The ship remains for 24 hours before slowly dissipating. You may summon the boat with cannons. Each cannon summoned reduces the cooldown by 4 hours. Each cannon does 5d10 damage and must be hand operated. It takes on bonus action to reload the cannon. 

Man O' War

At 15th Level you gain the ability to summon a Spirit Galleon, a large ship capable of traversing land and sea. It follows all of the rules of the Spirit Boat, with some bonuses. 

Your ship now flows up to 100 feet above the earth and it moves 40 miles per hour. Your ship comes equipped with 10 cannons on the top level and 10 in the mid level. The middle tier must be manned. It takes 1 action or 1 bonus action to reload a tier of cannons. Your ship may make voyages without you, but the duration will be reduced to 10 hours and it will not have advantage on saves made to avoid natural disasters or other aquatic phenomenon. 

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