Base Class: Ranger
As a Shore Keeper, you guard the border between land and ocean, guiding those lost at sea home and preventing dangerous sea creatures from encroaching on the shore. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds. Many rangers who choose this archetype tend towards being sailors, pirates, or smugglers.
Shore Keeper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Shore Keeper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Shore Keeper Spells
| RANGER LEVEL | SPELL |
|---|---|
| 3rd | Create or Destroy Water |
| 5th | Gust of Wind |
| 9th | Tidal Wave |
| 13th | Control Water |
| 17th | Maelstrom |
Warden of the Coast
At 3rd level, your connection to the coast and experience on the sea has granted you the following benefits:
- You can breathe both air and water.
- You gain a swimming speed equal to your walking speed.
- You gain proficiency with Navigator’s Tools and Vehicles (water).
Storm's Fury
At 3rd level, the essence of a coastal storm emanates through your weapon. Once on each of your turns, when you hit a creature with a weapon attack you can deal an extra 1d4 cold or lightning damage (your choice) in addition to the weapon’s damage, or 2d4 if the target is in contact with water. Whenever you do this additional damage and the target is in contact with water, you can expend one spell slot to increase the extra damage by a number of d4s equal to twice the spell slot's level. You can do a maximum of 8d4 damage with this feature.
Bastion of the Hurricane
Starting at 7th level, your connection to the storm grows even stronger. As a bonus action on your turn, a 10-foot-radius sphere of whirling air springs into existence centered on a point you choose within 30 feet of you. The sphere remains there for 1 minute, or until you use your bonus action to dismiss it. The sphere’s space is difficult terrain.
While the sphere remains, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 20 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 2d4 lightning damage, or 3d4 if the target is in contact with water.
Once you use this feature, you can’t use it again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use it again.
Embrace the Typhoon
By 7th level, your long exposure to the sea has made you more resilient. You gain one of the following options of your choice.
Cold Resistance
You gain resistance to cold damage.
Lightning Resistance
You gain resistance to lightning damage.
Storm's Wrath
By 11th level, you learn to unleash the full wrath of the storm, and have become so suffused with the nature of the coast that all your weapon strikes carry elemental power with them. Your Storm's Fury feature gains the following benefits:
- You may now use your Storm' Fury feature for any attack made as part of the Attack action.
- The maximum damage from your Storm's Fury feature increases to 12d4.
Eye of the Hurricane
At 15th level, the storm you summon protects you and your allies. When you use your Bastion of the Hurricane feature, you can choose up to ten other creatures within 60 feet of you. While inside stormy sphere, the chosen creatures ignore it's difficult terrain, and are protected by three-quarters cover.
Previous Versions
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6/2/2020 9:36:53 AM
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6/4/2020 9:05:52 AM
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10/29/2020 6:37:51 AM
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