Ranger
Base Class: Ranger

Corsairs travel the many seas, driven by a thirst for adventure, glory, and gold. They are a special breed, putting their lives on the line for the promise of fame and fortune.

Corsair Spells

When you reach a Ranger level specified in the Corsair Spells table, you thereafter always have the listed spells prepared.

Corsair Spells
Ranger Level Spell
3 Catapult
5 Misty Step
9 Lightning Bolt
13 Control Water
17 Control Winds

Sea Legs

Starting at 3rd level, your time out at sea has granted you many skills and experiences. You gain the following:

  • You gain a swim speed equal to your walking speed. If you already have a swim speed, you instead add 10 feet to it.
  • You can hold your breath under water 5 times as long as you would normally be able to.
  • You ignore the negative effects related to being underwater and you can fight, act, move, etc. underwater as though on dry land.
  • You gain Proficiency with Navigator's Tools and with Water Vehicles. 
  • You gain 10 feet of movement speed while on a ship or other water vessel.

Brine

Also at 3rd level, you take a piece of the sea with you wherever you go. Whenever you hit a creature with a weapon attack, the attack is accompanied with a splash of brackish water. A creature hit this way has a penalty on their next attack roll equal to your Proficiency bonus.

Blow the Man Down

By 7th level, a Corsair learns to strike quickly and with the force to end the fight before it even begins. During your first turn of combat, you make attack rolls with advantage. Additionally, your first attack on each of your turns deals an additional 1d6 cold damage.

A creature dealt damage this way must make a Strength saving throw against your spell casting DC or be knocked prone.

Fly the Flag!

At 11th level, you have made a name for yourself, and you now have a flag of your own to announce your presence and rally your companions. As a bonus action, you place your flag onto an unoccupied point on the ground within 5 feet of you. You choose the appearance of the flag, but it is purely aesthetic. You and allied creatures within 15 feet of the flag gain the following:

  • A bonus 1d4 to attack rolls, damage rolls, and saving throw rolls.
  • Advantage on saving throws against being charmed or frightened.
  • 10 Temporary hit points at the end of each turn.

You may place your flag once per long rest.

Captain

At 15th level, you hold the proud title of Captain. Tales of your deeds are the things of legend. Once per round, at the top of the round, you can swap your initiative position with another willing creature.

If the creature would now take their turn ahead of you, they gain advantage on their attack rolls for that turn. If the creature would now go behind you, attacks against them are at disadvantage until their turn starts.

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