Fighter
Base Class: Fighter

Ocean's Guard fighters learn how to fight both on and off land, in and out of the water. They sacrifice the protection of heavy metal armor for knowledge in aquatic combat and extreme skill in steering ships both small and large. When fighting in water they will have access to unique abilities and techniques to give themselves the edge.

Seafaring Warrior

When you choose this archetype at 3rd level you gain proficiency in vehicles (water), and have advantage on any ability checks where water or weather would knock you prone.

You also can hold your breath for 5 additional minutes (both in and out of water).

Aquatic Combatant

Your training has taught you how to fight with extra efficiency in the water and on a ship. You can perform each of the following once per long rest.

While underwater (or swimming in any liquid)

  •  You can attempt to strike an enemy and force them to breathe in. They must succeed on a DC (10 + your STR modifier) Strength saving throw, or they begin drowning. Your opponent must breathe air, and not have the ability to breathe water (or whatever liquid you are swimming in).
  • You can use your movement for the turn to swim into a medium size or smaller enemy that is within 15ft and push them, knocking them back 15ft.

When standing on land:

  • You can use a rope or whip to tangle a creatures legs as a bonus action, tripping it and forcing it to fall prone unless it succeeds a DC 15 Dexterity saving throw.
  • You can use your action to brace yourself, gaining +1 AC and gaining advantage on any attempt to push you or knock you prone until your next turn.

Conquer the Waves

At 7th level you become more effective when traveling in water or on a seafaring vessel while wearing non-metal armor. When wearing non-metal armor you gain +1 AC and gain +10 movement speed when swimming or walking on a seafaring vessel.

You also have trained your eyes from scanning the horizon for danger, and gain +3 Passive Perception as well as a proficiency in Perception if you do not already have it.

Speak the Ocean's Voice

At 10th level, you are blessed by the ocean itself, you gain the ability to speak and understand two of the following languages if you don't already know them, as well as being able to speak to small sea creatures (such as a tuna fish or a sea star):

  1. Deep Speech
  2. Sylvan
  3. Primordial

You have advantage on Persuasion checks when speaking to a creature when you both are speaking one of the chosen languages or the creature is a small sea creature.

Harness the Water's Might

Upon reaching 15th level, you have begun to manifest the ability to control water around you, and you can now pull that water together into the form of a Water Elemental.

Once per long rest, you can spend 1 minute forming a 3 foot cube of water into a Water Elemental, which follows your orders without question and changes back into water after 24 hours. This elemental does not count as being summoned or as coming from another plane, nor can it be controlled or receive orders from any other creature.

Flowing Blows

At 18th level, you have started to move and strike with the force of an ocean wave. Once per round of combat, you can change a melee attack you make (including an attack of opportunity or spell-based melee attack) into a blow carrying overwhelming force, adding 2d8 Force damage to the attack in addition to other damage types, and the attack is considered magical if is not already magical. The force damage of this attack bypasses resistances and immunities (even if the damage from the base attack is resisted).

You can perform this attack a number of times equal to your STR modifier, and are restored upon a long rest.

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