Ranger
Base Class: Ranger

A seafaring ranger who useands mystical harpoons to turn the tides, both on the water and on the battlefield

Level 3: Tether

When you choose this archetype at 3rd level, you can conjure an ethereal harpoon in an empty hand. This harpoon is a magic weapon with the finesse and thrown properties, a range of 60/120 feet, and deals 1d6 piercing damage. You are proficient with this weapon. On a hit, the harpoon tethers the target to you with a magical line. You can have a number of active
tethers equal to your proficiency bonus. A tether can be destroyed (AC 10 + your proficiency bonus, 1 hit point) or broken with a Strength check (DC 10 + your proficiency bonus). A tether breaks if the target is more than 120 feet from you or is reduced to 0 hit points.

Tidal Bond

At 3rd level, choose a Tidal Bond: Storm, Riptide, or Siphon. You can change your bond when you gain a level in this class. The saving throw DC for these abilities equals 8 + your proficiency bonus + your Wisdom modifier.


Storm: As a bonus action, each tethered creature must make a Dexterity saving throw. On a failed save, it takes 1d8 lightning damage per tether attached to the creature. On a successful save, the creature takes half as much damage.


Riptide: As a bonus action, you pull a tethered creature 5 feet per tether attached to the creature. If this movement brings it into melee range, you can make a melee weapon attack against it. On a hit, the attack deals an additional 2d6 force damage.


Siphon: As a bonus action, each tethered creature must make a Constitution saving throw. On a failed save, the creature takes 2d4 necrotic damage per tether attached to the creature, and you gain temporary hit points equal to half the total damage dealt.

Level 7: Surging Bond

At 7th level, your harpoon deals 1d8 damage. Your tidal bond gains additional effects:


Storm: Each tethered creature and each creature within 5 feet of it must make a Dexterity saving throw, taking 2d8 lightning damage and becoming stunned until the start of your next turn on a failed save, or half as much damage and no additional effects on a successful one. Once you use this feature, you can’t use it again until you finish a long rest.


Riptide: You can move a tethered creature prone or horizontally (5 feet per tether) unless it succeeds on a Strength saving throw.


Siphon: Your Siphon now deals 3d4 damage. While you have temporary hit points granted by your Siphon, your harpoon attacks deal an additional 1d4 necrotic damage

Level 11: Mistveil Snare

At 11th level, as an action, you can force a tethered creature to make a Dexterity saving throw. On a failed save, the creature is restrained and blinded by a swirling mist. At the end of each of its turns, it can repeat the saving throw, ending both effects on itself on a success. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 15: Flooding Bond

At 15th level, your harpoons deal 1d10 damage and your Tidal Bond effects improve:


Storm: As a bonus action, choose one tethered creature. It must succeed on a Constitution saving throw or be paralyzed until the end of its next turn. It can repeat the saving throw at the start of each of its turns.


Riptide: You can cast telekinesis on a tethered creature. Once you cast it using this feature, you can’t do so again until you finish a long rest.


Siphon: Your Siphon damage becomes 4d4. You can cast dominate monster on a tethered creature as a bonus action. When cast this way, the spell uses its normal duration and saving throw conditions. Once you cast it using this feature, you can’t do so again until you finish a long rest.

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