Base Class: Ranger
Those who wander the deepest depths of the ocean have adapted to their surroundings, altering the way they hunt to emulate the style of aquatic predators, striking like an eel and trapping foes like an octopus, with the ability to reel in their helpless prey. The deepstalker archetype is for those wishing to survive and thrive in the unforgiving bottom of the ocean.
Depth Adaptation
Your body is adapted to the dark expanse of the ocean.
When you choose this archetype at 3rd level, you gain a swimming speed equal to your walking speed and can breathe underwater for two hours.
Twine Shots
At 3rd level, you can hunt like a fisherman, using thread strung to your arrows or harpoon to reel in or snare your prey.
When making a ranged weapon attack against a creature, you may choose to add one of the following effects to it. The effect activates if the attack hits the creature. You may do this a number of times equal to your wisdom modifier (a minimum of 1) and regain all uses at a long rest. Ammunition or weapons thrown with a twine shot can be retrieved using an action if still within 60ft.
Tangle shot: The creature must make a strength saving throw against your spell save DC or become restrained for one minute. A creature restrained by the twine can use its action to make a strength saving throw against your spell save DC. On a success, it frees itself.
Angling shot: The creature is dragged 15ft towards you in a straight line and must make a strength saving throw against your spell save DC or be knocked prone.
Anchor shot: You can be pulled up to 40ft in a straight line towards where the attack landed without provoking an opportunity attack. If anchor shot misses, you can still pull yourself towards where your projectile landed. Anchor shot can also be used when targeting a wall or other surface in order to drag yourself towards it.
Oppertunist
At 7th level, you have learned to target the weakest of foes for an easy meal.
When making an attack against a creature that is restrained, grappled, prone, unconscious, paralyzed, charmed, frightened, blinded or deafened, you can deal an additional 1d8 damage. This damage increases to 2d8 at 11th level and 3d8 at 15th level.
Torrent Shots
At 11th level, you learn to manipulate the currents with your twine tied around your projectiles, unleashing a flurry of snapping cords or an inescapable vortex.
You can expend two uses of your twine shot when you make a ranged weapon attack to perform one of the following:
Scylla's wrath: A number of creatures equal to your wisdom modifier (minimum of 1) within a 30ft of your target must make a dexterity saving throw against your spell save DC or take 2d8 slashing damage and become restrained for one minute. A creature restrained by your twine can use its action to make a strength saving throw against your spell save DC. On a success, it frees itself. The radius doubles and the damage increases by 1d8 if used underwater.
Charybdis vortex: Every creature within a 40ft radius sphere of your target must make a strength saving throw against your spell save DC or be knocked prone. If used underwater, they take 3d10 force damage as well.
Feeding Frenzy
At 15th level, you have learned to channel the blood-fueled hunger of a shark.
If a creature within 60ft of you is attacked, you can make a ranged weapon attack against that creature as a reaction. This can be done three times per long rest.
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