Ranger
Base Class: Ranger

Ocean Keeper Rangers dedicate their lives to protecting the sanctity of the sea from those that would seek to do it harm. A powerful connection to the sea permeates everything that you are and will be.

Ocean Keeper Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Ocean Keeper Spells table. Each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.

Ocean Keeper Spells
Ranger LEVEL SPELLS
3rd Fog Cloud
5th Gust of Wind
9th Tidal Wave
13th Watery Sphere
17th Maelstrom

Gifted Sailor

At 3rd level, you gain a swimming speed equal to your walking speed. In addition, you gain proficiency with cartographer’s tools, navigator’s tools, and water vehicles.

Ebb and Flow

At 3rd level, you learn to create a magically-enchanted astrolabe. It is a Tiny object and can serve as a spellcasting focus for your Ranger spells. This astrolabe acts as a set of navigator’s tools, and you cannot get lost at sea while you have it on your person. The astrolabe has a number of charges equal to your proficiency bonus, and regains expended charges upon taking a long rest. As a bonus action, you can expend a charge to adjust the various dials to reveal one of the four rings of the astrolabe. Each ring has a different effect, and these effects last as long as the ring is active.

Tympan - While this ring is revealed, if you hit a target with a weapon attack, you can magically pull the target 10 feet toward you. If the target would move into or through your space with this feature, you can attempt to grapple them as part of the same action. You can do this only once per round.

Alidade - While this ring is revealed, if you hit a target with a weapon attack, you can magically push the target 10 feet away from you. If the target would move out of another creature’s range from this feature, it does trigger opportunity attacks. You can do this only once per round.

Rete - While this ring is revealed, you may take the Disengage action as a bonus action. You can do this the same action as when you reveal the ring.

Mater - While this ring is revealed, you gain Darkvision up to 90 feet. In addition, you can see up to a mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Once per long rest, you can cast the Augury spell without expending a spell slot or material components, using the astrolabe as a focus.

If necessary, you can replace your astrolabe over the course of a short rest by performing a ritual while tinkering with 5 GP worth of metal. This creates a new astrolabe and imbues it with the enchantment. If the previous astrolabe still existed somewhere, the enchantment vanishes from it and it becomes just a normal astrolabe.

Crashing Waves

At 7th level, your astrolabe begins to glisten with the strength of the sea. Whenever you expend a charge of your astrolabe, the first attack you make that turn deals an additional 1d8 force damage.

Magical Cartographer

At 7th level, you gain the ability to create detailed maps, using your knowledge of cartography and the navigation of your magical astrolabe. You can spend 1d6 - 1 hours (minimum 1) and paper and ink worth at least 25 GP to perfectly recreate a topographical map of an area you have been to in the past month. The maps are considered magical, and cannot be destroyed by non-magical means.
By expending one charge from your astrolabe, you can choose to pore over one of your maps for 10 minutes in search of a creature that you are familiar with. To use this ability, you must have cartographers’ tools in hand. You then make a check using your Wisdom modifier + your proficiency bonus (using the cartographers’ tools) against the target’s Dexterity (Stealth). On a success, for one hour, that creature will appear on the map as a glowing mote of light that will move along with the target in real time. If the target cannot be found on the map, the check will auto-fail. The scale of the map also influences how far the mote will move across the map.

Calm Before the Storm

At 11th level, you gain the fortitude of a still sea before a mighty storm. You gain proficiency in Constitution saving throws, you cannot be charmed or frightened, and you cannot be knocked prone.

Bounty of the Sea

At 15th level, you regain all expended uses of your astrolabe upon taking a long or short rest.

In addition, as a bonus action, if you hit an enemy with an attack, you can expend 3 charges of your astrolabe to cause that attack to be considered a critical. This does not trigger your Crashing Waves feature.

Previous Versions

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