Base Class: Ranger
Sea Farer's by their very name are most at home on the open seas, whether it is sailing to the horizon in search of their next adventure or braving a storm in pursuit of a bounty, Seafarer's navigate the oceans and water ways utilising their skills and magic to adapt to the ever-changing conditions they find themselves in. Over time Sea Farer's learn to harness the power of the sea and air to aid the allies, protect their ship and hinder their enemies.
Bonus Proficiencies
At 3rd level, you gain proficiency with (water) vehicles, you gain a proficiency in nature or survival, you gain a swimming speed equal to your walking speed, if you already had a swimming speed as a race feature you gain +10ft to your swimming speed
Expanded Spell List
Starting at 3rd level, you gain access to an expanded spell list. these spells are considered ranger spells but do not count against the number of spells you know.
Crow's Nest
At 7th level, your time spent tracking bounties and hunting treasure on the seas has made you deftly aware of your surroundings, you gain proficiency in perception. if you already have proficiency in perception you can take expertise in perception, nature or survival (you must already have proficiency in the one you choose).
Call of the Sea
At 11th level your connection to the water has grown deep and strong. As an action you can can reach out for the water and call for aid, you can choose from the following effects you can not use this feature again until you finish a long rest.
Call of the Sea options
Fountain of Youth: Every creature of your choosing within 20ft is healed for HP equal to your ranger level + spell casting modifier and is healed of one condition effect.
Siren Song: All creatures of your choosing that can see or hear you within 60ft must make a Charisma saving throw against your spell save DC, on a fail they are charmed by you for 1 minute and won't attack you or your allies within 60ft of you.
Beastly Crew: You can call forth creatures of the sea to aid you, as an action you can summon for 1 min; (these creatures do not have to be tied entirely to the water such as fish, creatures like crabs or sea birds would be appropriate)
1 creature/swarm of CR 2 creatures
or
2 CR1 creatures/swarm
or
4 CR 1/2 creatures.
Sea Legs
At 15th level, your time keeping your feet under you while waves crash against your ship has given you an innate ability to react to something without a second though. Standing up from prone only costs 5ft, additionally you gain evasion; when an attack forces you to make a dexterity saving throw and succeeding would cause you to take half damage you instead take no damage and failing the saving throw only causes you to take half.
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