Base Class: Fighter
Mariners are the brave warriors of the sea who tame the untouched waters of the world for adventure and fame. No troubles or triumphs are larger than those earned on the open ocean. Though some mariners may seek their glory in other seas, those of sand, or tree, or cloud, a mariner is always that fighter who embraces and thrives within the chaos and chilling mystery of life. Whether wrestling giant eagles on the peeks of mountains and towers, negotiating for their lives aboard a haunted ghost-ship, or resisting the crushing mechanisms of traps in the underdark, mariners reflect the bounty and promise of all thrilling adventures.
Teller of Tall Tales. Whether earned or unearned, you have gained a level of fame that precedes you. Choose a legend from the legends table, or invent a new one. Your legend should inspire your journey, and how creatures familiar with you interact with you.
Legends
| d8 | Legend |
|---|---|
| 1 | You were victorious in battle against a great river-monster. |
| 2 | You solved a cursed maze. |
| 3 | On a night of terrible storms and nightmares, you were born. |
| 4 | You found safe passage through an ancient place that no one travels through. |
| 5 | You survived in a frosted ocean of the undead. |
| 6 | You searched behind a waterfall and found it flooded with stolen treasures. |
| 7 | A sea drowned you, and you awoke already working aboard a ship you didn't recognize. |
| 8 | You pulled diamonds from lakes untouched by sunlight. |
Bonus Proficiencies
3rd-level Mariner feature
You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, History, Perception, or Survival. Alternatively, you learn one language of your choice.
You also gain proficiency with water vehicles if you don't have it already.
Acrobatics
You gain proficiency in acrobatics.
Athletics
You gain proficiency in athletics.
History
You gain proficiency in history.
Language
you learn one language of your choice.
Perception
You gain proficiency in perception.
Survival
You gain proficiency in survival.
Aquatic Fighter
3rd-level Mariner feature
Whichever waters have called you to adventure, you are an expert within their depths. Swimming no longer costs you extra movement, and you ignore the penalties for underwater combat as described in chapter 9 of the Player's Handbook.
Brace for Damage
3rd-level Mariner feature
You've learned to brace yourself against the cold touch of waters and the thrashing of storms. As a bonus action on your turn, you can brace yourself against a damage type of your choice—for example; you can Brace for Cold, Brace for Thunder, or Brace for Lightning. You gain resistance to that damage type, and you gain temporary hit points equal to your level in this class. Both benefits last for 1 minute. Your resistance ends early if you are incapacitated, if you die, or if you use this feature again.
While you have temporary hit points from this feature, the first melee weapon attack you make on your turn that hits, deals an additional 1d6 damage of the weapon's type.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Sea Skirmisher
7th-level Mariner feature
Your experience on the water has trained your reflexes to adapt to unfair footing. Your walking speed increases by 10 feet, and your movement is unaffected by difficult terrain.
Storm Rider
10th-level Mariner feature
You can feel the flow of battle and move to match it. Whenever a creature within 30 feat of you hits another creature with a melee attack, you can use your reaction to move up to half your current speed. This move does not provoke opportunity attacks. If you end this move within 5 feet of the attacker, you can make 1 melee weapon attack against it.
You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses of it when you finish a long rest.
All Hands on Deck
15th-level Mariner feature
A crashing tidal wave or insurgence of sea-spawn can appear at any moment, but you are ever ready to rise to action. You have advantage on initiative rolls, and you can't be surprised while you are conscious.
Legendary Mariner
18th-level Mariner feature
While the sea never rests, neither shall you. When you roll initiative and have no uses of Storm Rider remaining, you regain two uses. You also gain 10 temporary hit points if you have no uses of Brace for Damage remaining.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/20/2020 11:45:29 AM
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18
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0
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08/15/2020
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Coming Soon
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10/2/2020 12:24:07 AM
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24
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3
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fixed broken tooltip
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Coming Soon
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1/8/2021 3:27:49 AM
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49
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1
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version: clarified ending conditions for Brace for Cold
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Coming Soon
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6/16/2021 6:37:20 PM
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48
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5
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1/07/2020
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Coming Soon
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