Ranger
Base Class: Ranger

Seefarer Ranger

This subclass lets you embrace the watery depths, becoming a master of the high seas and the creatures that call them home.

Subclass Features

Level 3: Seafarer's Bond

  • You gain a powerful bond with a specific aquatic creature, choosing from the following: Dolphin, Giant Octopus, Shark, Whale, or Kraken.
  • You choose a specific creature of this type, and it becomes your companion.
  • You can communicate telepathically with your companion, and it obeys your commands.
  • Your companion acts as a familiar for you, gaining the benefits described in the Familiar spell.
  • Your companion is immune to charm, fear, and exhaustion.
  • Seafarer's Bond: You gain a +2 bonus to your Wisdom (Perception) checks when you are within 1 mile of your companion.

Level 7: Ocean's Grace

  • You gain the ability to move through water with ease, gaining the following benefits:
    • You can move through water as if it were air.
    • You have a swimming speed equal to your walking speed.
    • You gain a +2 bonus to your Dexterity (Stealth) checks while swimming.
    • You are immune to the grappled condition while swimming.
  • Ocean's Grace: You gain a +2 bonus to your Strength (Athletics) checks when you are within 1 mile of your companion.

Level 11: Unseen Passage

  • You learn to move unseen through the depths, gaining the following benefits:
    • You can use your action to become invisible while submerged in water for a number of minutes equal to your Wisdom modifier.
    • You gain a +2 bonus to your Dexterity (Stealth) checks while underwater.
    • Unseen Passage: You gain a +2 bonus to your Charisma (Persuasion) checks when you are within 1 mile of your companion.

Level 15: Master of the Tides

  • You gain the ability to control the currents of the ocean, gaining the following benefits:
    • You can use your action to create a current in a 10-foot radius around you. The current moves in a direction you choose, and creatures within the area must make a Strength (Athletics) or Dexterity (Acrobatics) saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is moved 10 feet in the direction of the current. On a successful save, the creature is moved 5 feet in the direction of the current.
    • You can use your action to create a whirlpool in a 10-foot radius around you. Creatures within the area must make a Strength (Athletics) or Dexterity (Acrobatics) saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is pulled into the whirlpool and takes 2d8 bludgeoning damage. On a successful save, the creature is pulled 5 feet closer to the center of the whirlpool.
  • Master of the Tides: You gain a +2 bonus to your Intelligence (Investigation) checks when you are within 1 mile of your companion.

Level 3: Seafarer's Bond

  • You gain a powerful bond with a specific aquatic creature, choosing from the following: Dolphin, Giant Octopus, Shark, Whale, or Kraken.
  • You choose a specific creature of this type, and it becomes your companion.
  • You can communicate telepathically with your companion, and it obeys your commands.
  • Your companion acts as a familiar for you, gaining the benefits described in the Familiar spell.
  • Your companion is immune to charm, fear, and exhaustion.
  • Seafarer's Bond: You gain a +2 bonus to your Wisdom (Perception) checks when you are within 1 mile of your companion.

Level 7: Ocean's Grace

  • You gain the ability to move through water with ease, gaining the following benefits:
    • You can move through water as if it were air.
    • You have a swimming speed equal to your walking speed.
    • You gain a +2 bonus to your Dexterity (Stealth) checks while swimming.
    • You are immune to the grappled condition while swimming.
  • Ocean's Grace: You gain a +2 bonus to your Strength (Athletics) checks when you are within 1 mile of your companion.

Level 11: Unseen Passage

  • You learn to move unseen through the depths, gaining the following benefits:
    • You can use your action to become invisible while submerged in water for a number of minutes equal to your Wisdom modifier.
    • You gain a +2 bonus to your Dexterity (Stealth) checks while underwater.
    • Unseen Passage: You gain a +2 bonus to your Charisma (Persuasion) checks when you are within 1 mile of your companion.

 

Level 15: Master of the Tides

  • You gain the ability to control the currents of the ocean, gaining the following benefits:
    • You can use your action to create a current in a 10-foot radius around you. The current moves in a direction you choose, and creatures within the area must make a Strength (Athletics) or Dexterity (Acrobatics) saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is moved 10 feet in the direction of the current. On a successful save, the creature is moved 5 feet in the direction of the current.
    • You can use your action to create a whirlpool in a 10-foot radius around you. Creatures within the area must make a Strength (Athletics) or Dexterity (Acrobatics) saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is pulled into the whirlpool and takes 2d8 bludgeoning damage. On a successful save, the creature is pulled 5 feet closer to the center of the whirlpool.
  • Master of the Tides: You gain a +2 bonus to your Intelligence (Investigation) checks when you are within 1 mile of your companion.

Level 3: Hunter’s Lore

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Level 3: Hunter’s Prey

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Colossus Slayer

Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

Horde Breaker

Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.

Level 7: Defensive Tactics

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Escape the Horde

Opportunity Attacks have Disadvantage against you.

Multiattack Defense

When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Level 11: Superior Hunter’s Prey

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.

Level 15: Superior Hunter’s Defense

When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.

Previous Versions

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1/2/2025 6:13:36 AM
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