Base Class: Ranger
Seafarers crave a life at sea. Be they Pirates, Merchants, Naval Officers, or Treasure Hunters, a seafarer will never be found far from the deep blue. Often found with cutlass in hand, they're always looking to discover what secrets are hidden beneath the waves. Some become enemies of marrow, sahuagin, or other underwater terrors, other embrace their oceanic lifestyles, joining them in their exploits. Whatever the case, one thing's certain, a Seafarer will always be bold and courageous in the face of the great perils of the open seas.
Seafarer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Seafarer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Seafarer Spells
| Ranger Level | Spell |
|---|---|
| 3rd | create or destroy water and shape water |
| 5th | alter self |
| 9th | wall of water |
| 13th | control water |
| 17th | maelstrom |
Oceanic Combatant
At 3rd level, you become a master of underwater combat. You gain a swimming speed equal to your walking speed. If you already have a swimming speed, it increases by 10ft. You have advantage on any attacks against creatures with no swimming speed while underwater.
Never Ending Breath
At 3rd level, you gain the ability to hold your breath indefinitely, so long as you are not unconscious.
Bonus Proficiencies
At 3rd level you gain proficiency with Vehicles (Water) and Navigator's Tools or Cartographer's Tools if you do not already have them.
Cartographer's Tools
You gain proficiency in cartographer's tools
Navigator's Tools
You gain proficiency with Navigator's Tools
Tongue of the Sea
By 7th level, You learn Aquan and Sahuagin. You can also speak to and understand any creature with an innate swimming speed. Finally, you have advantage on Charisma checks against creatures with an innate swimming speed.
Improved Oceanic Combatant
By 7th level, your swimming speed increases by 10ft
Ready for Anything
At 11th level, you learn to never be caught without arms. On your turn, you can use a bonus action to form a weapon or piece of ammunition out of a nearby water source. A weapon takes the form of a weapon of your choice which you are proficient with and is considered magical for the purposes of overcoming resistances and immunities. The weapon can deal the damage normally associated with it's form (slashing, piercing, or bludgeoning) or it can deal force damage. Your weapon also has the light, finesse, and thrown properties, with a normal distance of 30ft and a long distance of 90ft. Finally, if you throw the weapon or fired ammunition, you can call it back to you with a bonus action.
Improved Oceanic Combatant
By 11th level, your swimming speed increases by an additional 10ft
Like the Waves
Starting at 15th level, you become one with the seas. You gain resistance to acid damage and can squeeze through spaces as narrow as 1 inch wide without squeezing. In addition, you can move through another creature's space on your turn, however, you cannot end your turn in another creature's space. Finally, you can breathe underwater.
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Posted Sep 21, 2020I suppose, I just found the Air Genasi's ability so interesting (and a bit underappreciated). I'll go over it with one of my parties and get their thoughts too. Thank you for the suggestion!
Edit: I just reread the Air Genasi racial trait and realized how big of a difference there is between unconscious and incapacitated. That's another thing I'll bring up to my group.
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Posted Sep 20, 2020Awesome subclass that I am totally going to use, but Never Ending Breath is a bit overpowered. Maybe in the next version you could change it to Amphibious.