Base Class: Ranger
Ghost Reef Wardens are among the most unusual rangers of the Shōrin Dominion.
They do not patrol forests in the conventional sense. Their wilderness is made of black reefs, submerged ruins, storm channels, drowned shipyards, fog banks, kelp forests, tide caves, wreck graveyards, and stretches of sea where navigation charts are less useful than superstition.
The Ghost Reef is not merely dangerous water. It is a place where history refuses to sink quietly.
Ships lost centuries ago may appear beneath moonlight with lanterns still burning.
Drowned crews may gather around reefs where their bodies were never recovered.
Black coral grows through cargo holds carrying secrets powerful families wanted forgotten.
Pirate vessels disappear, then return years later without aging.
Salvagers pull weapons from the water that whisper the names of previous owners.
Some wrecks are accidents.
Some are graves.
Some were deliberately created to ensure evidence never reached shore.
Ghost Reef Wardens are trained to tell the difference.
They serve as guides, hunters, divers, scouts, spirit-trackers, wreck investigators, monster killers, and guardians of those foolish or desperate enough to approach the Reef. Their work takes them through dangerous intersections of maritime survival, supernatural ecology, political secrecy, and unresolved death.
A Warden does not merely ask:
What sank here?
They ask:
Why has it not finished sinking?
Origins in Aetheris
The Ghost Reef Warden tradition arose among the coastal scouts, wreck-divers, shrine pilots, hunters, and sailors who survived repeated expeditions into the Ghost Reef.
The Reef is one of the Shōrin Dominion’s most feared danger zones. It contains shipwrecks, phantom lights, black coral, drowned spirits, submerged ruins, forbidden salvage sites, foreign recovery operations, lost military wrecks, pirate treasure, and evidence of crimes the state may prefer remain underwater.
The earliest Wardens were not part of a formal order.
They were survivors.
A pearl diver who learned that some drowned bodies move against the current.
A pilot who discovered that a ghost ship can be navigated around if one knows which lantern not to answer.
A shrine attendant who understood why certain wrecks must never be salvaged.
A ranger who realized that sea monsters were gathering around sites of spiritual contamination rather than simply following prey.
Over time, these practical traditions became codified.
Today, Ghost Reef Wardens may serve:
- the Azure Chrysanthemum Accord;
- the Azure Fleet;
- shrine authorities;
- Jade Fang Hunt Packs;
- Moonwatch patrols;
- licensed salvage crews;
- provincial magistrates;
- or independent coastal communities.
They are particularly valued when ordinary sailors refuse a route.
Philosophy and Doctrine
Ghost Reef Wardens follow a simple principle:
Nothing lost at sea is truly gone until the sea releases it.
They are taught that maritime supernatural threats usually fall into four broad categories.
The Drowned
These are spirits, revenants, ghost crews, and other dead who remain tied to:
- wrecks;
- betrayal;
- unfinished duties;
- unburied bodies;
- stolen names;
- broken oaths;
- or concealed crimes.
Some can be reasoned with.
Some must be laid to rest.
Some must be destroyed.
The Reefborn
These are creatures adapted to or corrupted by the strange ecology surrounding the Ghost Reef.
They include:
- sea horrors;
- black-coral predators;
- abyssal scavengers;
- spirit-touched sharks;
- drowned monstrosities;
- and creatures nesting in old wrecks.
The Returned
These are objects or people that come back from the Reef changed.
A survivor may possess missing memories.
A relic may carry a curse.
A weapon may contain a dead owner’s anger.
A ship may sail when no crew remains alive.
Wardens treat anything returned from the Reef with suspicion until it has been observed, purified, and tested.
The Buried Truth
This is the most dangerous category.
Not every haunting is supernatural in origin.
Some are consequences of:
- massacre;
- piracy;
- deliberate scuttling;
- political murder;
- military secrecy;
- illegal salvage;
- or hidden state action.
The Dominion itself acknowledges that the Ghost Reef can preserve evidence of deliberately sunk state crimes.
A Warden may therefore discover that the thing haunting a wreck is less dangerous than the living people determined to keep the wreck undiscovered.
Visual Identity
Ghost Reef Wardens dress for immersion, storms, wrecks, and sudden violence.
Typical equipment includes:
- dark lacquered leather;
- salt-resistant scale panels;
- storm-gray or indigo wraps;
- blackened bronze fittings;
- waterproof packs;
- climbing hooks;
- diving knives;
- weighted ropes;
- grapnels;
- compact lanterns;
- tide charts;
- shrine charms;
- waterproof journals;
- coral scrapers;
- and small bells used to test supernatural silence.
Their color palette commonly includes:
- deep navy;
- black-green;
- storm gray;
- sea-glass jade;
- tarnished silver;
- black coral red;
- and bone white.
Wardens often decorate their weapons with:
- wave engravings;
- broken-circle motifs;
- black coral patterns;
- pearl beads;
- shark teeth;
- or pieces of wood recovered from ships whose crews were successfully laid to rest.
Their most recognizable symbol is often a broken torii or crescent moon rising above black waves around a pale lantern.
Some carry bows.
Some use spears, harpoons, or curved blades.
Some trusted Accord Wardens also carry weatherproof Dragoncoil carbines or Moonwatch-pattern rifles, but firearms are not their defining feature.
Role in Aetheris
The Ghost Reef Warden serves primarily as a:
Striker / Controller / Scout
with strong maritime and supernatural utility.
The subclass specializes in:
- swimming;
- fighting underwater;
- shipboard mobility;
- resisting supernatural fear;
- tracking creatures through water;
- locating wrecks and submerged structures;
- fighting spirits and sea monsters;
- preventing supernatural escape;
- and controlling hostile movement around water.
Unlike the Moonwatch Sentinel, which dominates at long range, the Ghost Reef Warden is comfortable in:
- melee;
- boarding actions;
- submerged combat;
- flooded ruins;
- shipwreck interiors;
- and unstable maritime terrain.
Subclass Integration
Shōrin Dominion
Ghost Reef Wardens operate primarily around:
- Seiryūjima;
- Nagisahama;
- northern sea lanes;
- Ghost Reef approaches;
- wreck fields;
- coastal shrines;
- and islands exposed to supernatural maritime activity.
The Dominion restricts access to the Ghost Reef, but desperate families, treasure hunters, smugglers, foreign agents, shrine scholars, and salvage crews continue entering it.
Wardens often act as the difference between illegal expeditions being foolish and being suicidal.
Azure Chrysanthemum Accord
The Accord frequently uses Ghost Reef Wardens as:
- expedition guides;
- naval scouts;
- wreck investigators;
- supernatural trackers;
- and monster-response specialists.
They often work alongside Jade Fang hunters.
Azure Fleet
The Fleet values Wardens enormously.
A Ghost Reef Warden aboard ship may serve as:
- supernatural navigator;
- marine scout;
- anti-monster specialist;
- wreck examiner;
- boarding hunter;
- or survival officer.
Jade Fang Covenant
The relationship is especially close.
Jade Fang hunters specialize in identifying corruption and killing supernatural threats.
Ghost Reef Wardens specialize in finding those threats in environments where the ground itself may be moving.
Lantern Court
Lantern Court scholars frequently accompany deeper Ghost Reef expeditions.
Wardens understand the physical and spiritual terrain.
Lantern scholars understand the rituals needed when simply killing something would make matters worse.
Dragoncoil Armory
Dragoncoil weapons and equipment are occasionally adapted for Ghost Reef expeditions.
The Armory already builds weapons for sea monsters and provides equipment capable of surviving salt, storms, recoil, and harsh maritime conditions.
A rare experimental firearm bearing Dragoncoil marks older than the Armory’s official history has already been associated with the Ghost Reef, giving both organizations a continuing reason to investigate the region.
Rival Factions and Enemies
Common enemies include:
- Black Tide Pirates;
- illegal salvagers;
- cursed treasure hunters;
- drowned revenants;
- ghost crews;
- sea horrors;
- black coral infestations;
- foreign recovery teams;
- smugglers;
- necromancers using wreck sites;
- abyssal cultists;
- and officials determined to conceal what certain wrecks contain.
The Ghost Reef itself is often the greatest enemy.
Ghost Reef Warden Features
|
Ranger Level |
Feature |
|
3rd |
Reefwalker, Mark of the Drowned |
|
7th |
Undertow Hunter |
|
11th |
Wreckbreaker |
|
15th |
Warden of the Unquiet Sea |
Expanded Ghost Reef Warden Spells
You always have the following spells prepared after reaching the indicated Ranger level.
They do not count against the number of Ranger spells you can prepare.
|
Ranger Level |
Spells |
|
3rd |
Fog Cloud, Protection from Evil and Good |
|
5th |
Darkvision, Misty Step |
|
9th |
Water Breathing, Speak with Dead |
|
13th |
Freedom of Movement, Locate Creature |
|
17th |
Commune with Nature, Greater Restoration |
For this subclass, Commune with Nature can function normally while you are at sea or submerged, revealing maritime terrain, major bodies of water, significant submerged structures, and powerful unnatural presences within its normal limits.
Expanded Ghost Reef Warden Spells
You always have the following spells prepared after reaching the indicated Ranger level.
They do not count against the number of Ranger spells you can prepare.
|
Ranger Level |
Spells |
|
3rd |
Fog Cloud, Protection from Evil and Good |
|
5th |
Darkvision, Misty Step |
|
9th |
Water Breathing, Speak with Dead |
|
13th |
Freedom of Movement, Locate Creature |
|
17th |
Commune with Nature, Greater Restoration |
For this subclass, Commune with Nature can function normally while you are at sea or submerged, revealing maritime terrain, major bodies of water, significant submerged structures, and powerful unnatural presences within its normal limits.
Reefwalker
You are trained to survive where land-born hunters drown.
Action Type: Passive
Uses: At-will
Duration: Permanent
Scaling: Improved at 7th level
You gain a Swim Speed equal to your Speed.
You can hold your breath for 1 hour.
In addition, you suffer no disadvantage on weapon attack rolls solely because you are underwater, provided you are using:
- a spear;
- trident;
- dagger;
- shortsword;
- hand crossbow;
- or another weapon the Game Master determines is suited to underwater use.
Wreck-Crawler
You gain proficiency in Athletics or Survival.
If you already possess both, choose one of them and gain Expertise.
You also have Advantage on ability checks made to:
- climb ship rigging;
- swim through dangerous currents;
- move through wreck interiors;
- avoid becoming entangled underwater;
- identify unstable ship structures;
- or navigate partially submerged ruins.
Tide-Sense
While within 1 mile of a natural coastline, major body of water, or open sea, you always know:
- the direction of the nearest coastline;
- whether the tide is rising or falling;
- the approximate direction of the strongest current;
- and whether a storm is likely within the next hour.
This does not replace magical weather prediction.
Mark of the Drowned
You learn to identify creatures touched by the unnatural persistence of the Ghost Reef.
Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Duration: 1 minute
Scaling: Damage increases at Ranger levels 11 and 15
As a Bonus Action, choose one creature you can see within 90 feet.
It becomes your Drowned Quarry for 1 minute.
The mark ends early if:
- you are Incapacitated;
- the creature dies;
- or you mark another creature.
Once per turn when you hit your Drowned Quarry with a weapon attack, it takes an additional 1d6 Force damage.
This damage becomes:
- 1d8 at Ranger level 11
- 1d10 at Ranger level 15
Salt in the Wound
If your Drowned Quarry is:
- Undead;
- a creature with a Swim Speed;
- possessed;
- Incorporeal;
- or currently submerged,
the extra damage becomes Radiant or Force damage, your choice.
No Vanishing Beneath the Water
While your Drowned Quarry is within 120 feet and on the same plane of existence, you know its direction if it is:
- underwater;
- Invisible;
- or behind nonmagical mist or fog.
You do not know its exact location.
You regain all expended uses when you finish a Long Rest.
Undertow Hunter
You learn to use the sea’s movement instead of resisting it.
Action Type: Passive / Reaction
Uses: Reaction — Proficiency Bonus per Long Rest
Duration: Instantaneous
Scaling: None
Your Swim Speed increases by 10 feet.
You also ignore Difficult Terrain caused by:
- shallow water;
- waves;
- loose ship debris;
- flooded chambers;
- ship rigging;
- and slippery natural surfaces.
Ride the Undertow
When a creature you can see within 30 feet:
- moves through water;
- enters water;
- leaves water;
- or moves at least 10 feet while aboard a vessel,
you may use your Reaction to move up to half your Speed.
This movement does not provoke Opportunity Attacks.
If you end this movement within weapon range of the triggering creature, your next weapon attack against it before the end of your next turn has Advantage.
You may use Ride the Undertow a number of times equal to your Proficiency Bonus and regain all expended uses after a Long Rest.
Drowned Nerves
You have Advantage on saving throws against being Frightened.
If the source is:
- Undead;
- a creature with a Swim Speed;
- an Aberration;
- or your Drowned Quarry,
you also gain Advantage on saving throws against being Charmed by that creature.
Wreckbreaker
You have learned that many maritime monsters survive by disappearing into water, darkness, wreckage, or incorporeal form.
You deny them those advantages.
Action Type: Passive / triggered on hit
Uses: Once per turn
Duration: Until the start of your next turn
Scaling: Mark of the Drowned increases to 1d8
Once per turn when you hit your Drowned Quarry with a weapon attack, choose one Wreckbreaker Effect.
The target must make a Constitution saving throw against your Ranger spell save DC.
On a failed save, the chosen effect applies.
Anchor the Dead
The creature's Speed becomes 0 until the start of your next turn.
If it is swimming or flying, it descends safely if possible rather than automatically falling unless normal rules require otherwise.
Break the Current
The creature cannot willingly teleport or become Ethereal until the start of your next turn.
Tear Away the Veil
The creature cannot become Invisible until the start of your next turn.
If it is already Invisible through a non-instantaneous effect, that Invisibility is suppressed for the duration.
Salt the Wound
The creature cannot regain Hit Points until the start of your next turn.
If it has Regeneration, that trait is suppressed for the duration.
Drive Out the Drowned
If the target is possessing another creature, it has Disadvantage on saving throws or checks made to maintain that possession until the start of your next turn.
A creature can suffer only one Wreckbreaker Effect from you at a time.
Warden of the Unquiet Sea
You have become a living boundary between the Ghost Reef and the lands beyond it.
Action Type: Bonus Action
Uses: Once per Long Rest
Duration: 1 minute
Scaling: Subclass capstone
As a Bonus Action, you enter the Unquiet Vigil for 1 minute.
During the Vigil, seawater seems to bead across your armor even when dry, your eyes reflect moonlight like deep water, and faint drowned voices gather at the edge of hearing.
You gain the following benefits.
Reefborn Body
You gain Resistance to:
- Cold;
- Necrotic;
- and Psychic damage.
You can also breathe air and water.
No Grave Beneath the Waves
You cannot be:
- Frightened;
- Charmed;
- Possessed;
- or forcibly transformed.
Perfect Drowned Quarry
You may designate a Drowned Quarry when you activate the Vigil without expending a use.
If your Drowned Quarry is reduced to 0 Hit Points, you may immediately mark another creature you can see within 90 feet without using an action.
Your Mark of the Drowned damage becomes 1d10 during the Vigil.
Ghostwake Sight
You can see Invisible and Ethereal creatures within 60 feet as faint translucent forms.
You also see through nonmagical:
- fog;
- mist;
- smoke;
- spray;
- and murky water
within 60 feet.
This does not allow you to see through solid objects.
Black Reef Judgment
Once on each of your turns when you damage your Drowned Quarry, you may apply a Wreckbreaker Effect without requiring the target to make a saving throw.
You may still apply only one Wreckbreaker Effect to a creature at a time.
The Reef Does Not Take You
Once during the Vigil, when you or a creature you can see within 30 feet would be reduced to 0 Hit Points, you may use your Reaction to leave that creature at 1 Hit Point instead.
The creature may immediately move up to half its Speed without provoking Opportunity Attacks.
If underwater, it may move toward the surface as part of this movement.
Once you use this benefit, you cannot use it again during that Vigil.
After you use Warden of the Unquiet Sea, you cannot use it again until you finish a Long Rest.
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