Ranger
Base Class: Ranger

Mariners have abandoned the traditional forests and mountains rangers patrol, in exchange for the openness of the ocean. They are at home on the high seas, towering waves and stiff winds do not deter them to explore.

Mariner Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mariner Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Mariner Spells

Close Quarter Fighting

At 3rd level, you are accostumed to fighting in close quarters. If you are wielding a weapon that has the light or finesse property, you can once per turn add your proficiency bonus to your damage roll. Also other creatures provoke an opportunity attack from you when they enter your reach.

Sea Legs

At 3rd level, you are accostumed to life at sea. You gain a swimming speed of 30 feet. Additionally you can hold your breath twice as long as normal. Also your life on a boat has made your legs steady. You can't be knocked prone, unless you are unconcious.

A Sailor's Superstition

By 7th level, you have spent considerable time on the sea and picked up some of the superstition of other sailors. You gain proficiency with the religion skill. Additionally you can cast Protection from Evil and Good once per long rest. When you cast the spell up to 5 willing creatures that you touch when you cast the spell can also gain the benefits of the spell.

Boarding Party

At 11th level, you have learned to use limited fighting space to your advantage. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Buccaneer

Starting at 15th level, you have learn to strike and not be struck. During your turn, if you hit with a melee attack against a creature, that creature has disadvantage on it's next attack roll against you.

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