Base Class: Ranger
Seafarers are experts at traversing and surviving the dangerous waters of the open ocean and battling the terrifying monstrosities that lurk within it. Often members of pirate or navy crews, survivors of shipwrecks, or children of the water, born either beside the sea or beneath it, these rangers are magically linked to the great blue expanse, and this magical bond manifests itself in a variety of ways. While many seek to use this power of theirs to protect the ocean from those that threaten it, there are others that use their link to the deep blue to terrorise others on the open water.
Seafarer Features
| RANGER LEVEL | FEATURE |
|---|---|
| 3rd | Seafarer Magic, Born to the Sea, Summon Tentacles |
| 7th | At One with the Water |
| 11th | Will of the Waves |
| 15th | Channeler of the Ocean |
Seafarer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Seafarer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Seafarer Spells
| Ranger Level | Spell |
|---|---|
| 3rd | fog cloud |
| 5th | misty step |
| 9th | tidal wave |
| 13th | control water |
| 17th | maelstrom |
Born to the Sea
At 3rd level, your magical bond with the sea manifests in a variety of ways. You learn the shape water cantrip, you gain a swimming speed equal to your walking speed, and you become proficient with vehicles (water).
Summon Tentacles
At 3rd level, you gain the ability to summon elemental tentacles of water to fend off your enemies. As an action on your turn, you can summon a number of medium-sized tentacles of water equal to your proficiency bonus within 60 feet of you. As a bonus action on your turns, you can command the tentacles of water that you currently control to take their actions. If you do not command them, your tentacles of water will only take an attack of opportunity reaction attack and nothing more. The tentacles of water take their turns directly after yours, and your proficiency bonus (written as PB on the stat block) determines the proficiency bonus of the tentacles of water. The tentacles last for 1 minute or until they drop to 0 hit points, whichever comes first.
Once you use this feature, you cannot do so again until the end of your next long rest.
Tentacle of Water
Medium elemental, unaligned
Armor Class 12 + your Wisdom modifier
Hit Points equal to your Ranger level times 5
Speed 30 ft. swimming speed
Damage Resistances cold
Skills Athletics + PB + 2
Senses Blindsight out to 10 ft, Passive Perception of 14.
Languages Understands the languages you speak.
Reach. The tentacle of water can extend itself slightly, and has a 10 ft. reach.
Actions
Water Whip. Melee Weapon Attack: your PB + 4 to hit, reach 10 ft., one target. Hit: 1d8+4 magical bludgeoning damage.
Torrential Grip. The tentacle of water makes a grapple check against an opponent within 10 ft. of it, successfully making the target's movement speed drop to 0.
At One with the Water
By 7th level, you have become one with the water through your magical link to the sea. You gain resistance to cold damage and have magically manifested the ability to speak, read, write, and understand the Aquan language. Additionally, while you are completely submerged in water, you can use a bonus action to become completely invisible until the start of your next turn, until you make an attack, or until you cast a spell, whichever comes first. You can use the bonus action granted to you by this subclass feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of your next long rest.
Will of the Waves
At 11th level, you learn to channel the ocean's wrath into your attacks. Once on each of your turns, you can deal an additional 2d6 cold damage to an opponent when you hit them with a weapon attack.
When you reach 17th level, this damage becomes 2d8 cold damage.
Channeler of the Ocean
Starting at 15th level, you can channel the power of the ocean through you and your summoned tentacles of water. As a bonus action you can channel the ocean through you for 1 minute, until you drop to 0 hit points, or until you stop channelling the ocean as a free action. Once you use this feature you cannot do so again until the end of your next long rest. While channelling the ocean, you gain the following benefits:
- Your tentacles of water make their attack rolls and grapple checks at advantage.
- You are immune to cold damage.
- You can cast any one spell granted to you by your Seafarer Magic subclass feature without expending a spell slot or material components once per channelling.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/24/2021 2:58:05 PM
|
1
|
0
|
1
|
Coming Soon
|
|
|
8/9/2021 5:51:12 AM
|
12
|
1
|
1
|
Coming Soon
|
Comments