Base Class: Ranger
Rangers who follow the path of the Tideborn Sovereign are rulers of the ocean’s depths, commanding creatures of the sea as extensions of their own will. From hidden coral palaces to the crushing pressure of the deep, they move with both regal authority and unrelenting ferocity.
These rangers are as much predators as they are sovereigns. They summon swordfish, sharks, squids, and even the bizarre and uncanny blobfish to fight alongside them, striking in perfect coordination. Their dominion extends beyond the creatures they command. They bend the battlefield itself, transforming solid ground into shifting currents, coral reefs, or the cold seabed, making every step perilous for their enemies.
Tideborn Sovereigns are unstoppable in both water and air. They swim with unmatched speed, fly with the grace of ocean currents lifting them skyward, and can shrug off blows that would fell lesser warriors. Each strike, each command, each motion is a display of their authority, as if the ocean itself flows through them.
Choosing this path is a choice to embrace the ocean’s majesty and wrath. Tideborn Sovereigns do not merely fight. They dominate, reshape, and command the battlefield like kings and queens of the sea.
Sovereign of the Living Tide
Ocean’s Gift. You gain a swim speed equal to your walking speed and can breathe both air and water. You also ignore difficult terrain caused by water, mud, or ice
Call of the Tide. As a bonus action when you cast Hunter’s Mark, or as an action on a later turn while it is active, you can summon a sea creature spirit that manifests in an unoccupied space within 30 feet of you. The creature uses the Tide Spirit stat block below, but gains additional traits based on its form. You can summon one Tide Spirit at a time. If you summon another, the previous one disappears. The spirit lasts for 1 minute, until it drops to 0 hit points, or until your Hunter’s Mark ends. You can use this feature a number of times equal to your Wisdom modifier per long rest.
Tide Spirit
Use this stat block for all forms:
- Size: Medium
- AC: 13 + your proficiency bonus
- HP: 5 × your Ranger level
- Speed: 30 ft (swim 40 ft)
- Attack: Uses your spell attack modifier to hit
- Damage: 1d8 + your Wisdom modifier
Actions (Bonus Action Command):
The Tide Spirit acts on your turn. You can command it (no action required), and it can move and attack using your bonus action.
If you do not command it, it takes the Dodge action.
Tide Spirit Forms
When summoned, choose one of the following forms:
Swordfish (Piercing Current)
A sleek predator that strikes with blinding speed.
- Gains +10 ft movement
- Its attacks deal extra piercing damage equal to your Wisdom modifier
- After it attacks, it can move 10 feet without provoking opportunity attacks
Bull Shark (Rending Frenzy)
A brutal hunter that thrives on wounded prey.
- Has advantage on attack rolls against creatures below their maximum HP
- Deals bonus damage equal to your Ranger level once per turn
- If it hits the same target you hit this turn, it deals an additional 1d6 damage
Squid (Grasping Depths)
A controlling force that drags enemies into the abyss.
- On hit, the target must succeed on a Strength save or be Restrained until the start of your next turn
- Creatures restrained this way take damage equal to your Wisdom modifier at the start of their turn
Blobfish (Abyssal Distortion)
A strange, unsettling presence that warps the battlefield.
- Enemies within 10 feet of the blobfish have disadvantage on attack rolls
- When a creature starts its turn in the aura, its speed is reduced by 10 feet
- When the blobfish is destroyed, it bursts—creatures within 10 feet take psychic damage equal to your Wisdom modifier + your Ranger level
Tideborn Sovereign Spells
When you reach a Ranger level specified in the Tideborn Sovereign Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Create or Destroy Water |
| 5 | Misty Step |
| 9 | Tidal Wave |
| 13 | Control Water |
| 17 | Maelstrom |
Level 3: Sovereign’s Command
Your bond with your summoned tide spirits allows you to fight as one, overwhelming your enemies with coordinated brutality. When you hit a creature marked by Hunter’s Mark, you can trigger one of the following effects (no action required). You can use this feature once per turn.
Rending Coordination. Your Tide Spirit can immediately make one attack against the marked creature.
Tidal Repositioning. You or your Tide Spirit (your choice) can move up to 15 feet without provoking opportunity attacks.
Crushing Current. The target takes extra damage equal to your Wisdom modifier and must succeed on a Strength saving throw (DC = your spell save DC) or be pushed or pulled up to 10 feet.
Apex Predator Instinct. While your Tide Spirit is within 30 feet of you. You have advantage on attack rolls against creatures that are below half their hit point maximum. If both you and your Tide Spirit hit the same creature in a round, it takes bonus damage equal to your proficiency bonus
Level 7: Ascendant Tide
You rise as a true sovereign of sea and sky, your power lifting both you and your summoned kin into a state of heightened dominance
Sovereign’s Ascent. As a bonus action, you awaken your oceanic power for 1 minute. You gain a flying speed equal to your walking speed. You can hover, and your flight appears as winged motion, currents, or water lifting you; While flying, you do not provoke opportunity attacks. You can use Sovereign’s Ascent a number of times equal to your Wisdom modifier per long rest.
Tidal Bulwark. While Sovereign’s Ascent is active; You gain a +2 bonus to AC. Your Tide Spirit(s) gain a +2 bonus to AC. You and your Tide Spirit(s) have advantage on saving throws against being knocked prone, grappled, or restrained
Level 11: Sovereign of the Abyss
Your bond with the ocean deepens, empowering both you and your Tide Spirit(s) to become relentless predators of land and sea.
Tideborn Fortitude. While a Tide Spirit is within 30 feet of you
Creature-Specific AC & Buffs
| Tide Spirit | AC Bonus | Special Defensive Trait | Offensive Buff |
|---|---|---|---|
| Swordfish | +4 AC | Gains advantage on Dexterity saving throws | +2d6 piercing damage |
| Bull Shark | +3 AC | Gains resistance to bludgeoning damage | +2d6 slashing damage |
| Squid | +2 AC | Gains advantage on Strength (Grapple) checks | Can restrain on hit |
| Blobfish | +1 AC | Enemies within 10 ft have disadvantage on attack rolls | Deals psychic damage equal to Wisdom modifier + Ranger level when it attacks |
Additionally, while Sovereign of the Abyss is active for you personally; You gain temporary hit points equal to your Ranger level + Wisdom modifier at the start of each of your turns. (these temporary hit points do not stack)You gain +2 AC; You have advantage on Strength and Constitution saving throws
Apex Coordination, When you or a Tide Spirit hits a creature marked by Hunter’s Mark. The other can make a bonus attack as part of the same turn (doesn’t cost your bonus action). If both you and the Tide Spirit hit the same target in the same turn, the target must succeed on a Strength saving throw (DC = your spell save DC) or be knocked prone
Level 15: Leviathan Sovereign
You rise as the absolute monarch of sea and sky, your dominion overwhelming the battlefield. The ocean itself answers your command, transforming the ground beneath your enemies into the crushing depths of the sea floor. All four of your Tide Spirits surge forth, acting in perfect harmony as extensions of your will, while you become an unstoppable juggernaut of the deep.
Ocean’s Armada. You summon all four Tide Spirits at once: Swordfish, Bull Shark, Squid, and Blobfish. They obey your commands perfectly, acting on your turn without requiring your bonus action. Any Spirit that is destroyed may be resummoned as a bonus action once per turn for the duration. Each Spirit retains its offensive and defensive buffs from Level 11, and their AC increases further by +2 while this feature is active.
Abyssal Dominion. As an action, you transform a 60 foot radius around you into the sea floor for 1 minute. Enemies of your choice within this zone are subject to difficult terrain, have disadvantage on ranged attacks, and must succeed on a Strength or Dexterity saving throw to move more than half their speed. At the start of each of your turns, enemies in the zone take 1d10 bludgeoning damage from crushing oceanic pressure and shifting coral. The battlefield visually becomes a swirl of sand, coral, and spectral water, emphasizing your dominion.
Sovereign’s Fortitude. While Leviathan Sovereign is active, you gain resistance to all damage, +3 AC, and temporary hit points equal to twice your Ranger level at the start of your turn. Your Tide Spirits gain an additional +2 AC and bonus damage, and neither you nor your summons can be knocked prone, grappled, or restrained. You and your creatures also have advantage on Strength and Constitution saving throws.
Apex Tide Assault. Whenever you hit a creature marked by Hunter’s Mark, all Tide Spirits within 30 feet may make an attack immediately as part of the same turn. If two or more Tide Spirits hit the same creature in a single round, the target must succeed on a Strength saving throw or be knocked prone and pulled 10 feet closer to you, swept along by your tidal dominion.
Sovereign’s Command. You may use a bonus action each turn to grant one of your Tide Spirits advantage on its next attack or saving throw, or allow it to move up to 15 feet without provoking opportunity attacks. This can be done once per Tide Spirit each turn.
Comments