Fighter
Base Class: Fighter

Trained in naval warfare and hardened by the unyielding tides, the Marine is a frontline sentinel of the sea—deadly at range, unshakable up close. Specializing in the mastery of thrown weapons and aquatic maneuverability, Marines use harpoons like extensions of their own arms, anchoring the battlefield with relentless pressure. With the precision of a sailor and the might of a fortress, they stand as mobile bulwarks—hurling death from a distance, halting advances with cunning strikes, and bracing against even the fiercest of assaults.A Marine doesn’t just hold the line—they are the line, fortified by oceanic resilience and a doctrine of swift, preemptive force.

Quote: “Throw and Halt, the best defence is attacking before taking any damage!”

Swift Stream (3rd level)

You gain swimming speed equal to your walking speed and get proficient with Vehicles (Sea). And you hold your breath by minutes that is equal to four times of your constitution modifier (minimum of 4). And you do not get disadvantage on your attack rolls, ability checks and saving throws while under the water.

Harpoon Master (3rd level)

Any piercing weapon that you are using gains finesse and throwing property by 20 feet short range and 60 feet long range, if it already has a throwing property increase both ranges by 20 feet.

Line Holder (7th level)

While wielding a shield you count as one stage larger than your normal mass on the battlefield, and once per a turn you can choose to not spend your reaction when making an opportunity attack. And your ranged attacks don’t have disadvantage on attack roll while a hostile creature within 5 feet of you. At 15th level any opportunity attack you made doesn’t require a reaction.

Setting the Line (7th level)

Whenever a target gets in a range of you twice of your normal melee range, you can make an opportunity attack with a piercing weapon by throwing it to the target.

Strength of the Seas (10th level)

You can wield two-handed weapons which have thrown property with one hand, and you have advantage on your skill checks and saving throws against being moved without your will, grappled and getting prone. 

Chain Reaction (10th level)

Whenever you throw a weapon, you can use your reaction to call it to your hand if it is not more than 60 feet away from you.

Partial Fortress (15th level)

Your armour class increases by 5 against ranged attacks, and whenever you are forced to make a Strength, Constitution or Dexterity saving throw against a spell or an attack you can use your reaction for getting advantage on that saving throw, after the use if you success the saving throw you suffer no effect or any damage, even the half of it.

Bastion (18th level)

While you possess all of your movement speed, you can choose to drop it to 0 and gain resistance to slashing, piercing and bludgeoning damage types, if you use your bonus action only lose half of your movement speed instead of directly dropping it to 0.

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