Ranger
Base Class: Ranger

While rangers in the jungles of Monkeygascar, forests of New Pork, or plains of The Pouchback can use skills typical to all rangers, those of the seas of Finland or island hoppers in The Catribbean do not have the same luxury. Spending a majority if not all of their lives on or under the ocean, Sea Searcher rangers become incredibly adept at travelling waters.

Sea Searcher Magic

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

Ranger Level                          Spell

3                                               Armor of Agathys

5                                               Moonbeam

9                                               Wall of Water

13                                             Watery Sphere

17                                             Maelstrom

One with the Waters

At third level when you take this subclass, you feel no threat from the presence of water. You gain a swimming speed equal to your walking speed. If you already have a swimming speed, it is doubled. Additionally, you can breathe underwater and suffer no effects of deep sea pressure.

Strike of the Current

At third level, you bring the currents of the ocean wherever you go. Once per turn when you hit a creature with a weapon attack, you can move it 10 feet in a direction of your choice.

Puddle Jump

At 7th level, you can magically transport from one body of water to another. When you make contact with at least one cubic inch or one square foot of water, you can use a bonus action to teleport to another place with the same requirements within 100 feet of you.

Weather the Storm

At the 11th level, you are unaffected by even the strongest storms. You gain the following benefits.

  • You have resistance to lightning damage.
  • You are immune to being knocked prone (you can still willingly go prone).
  • If you are not willing, nothing can move you.
  • Strong winds do not affect you or attack rolls you make.

Tidal Defense

At 15th level, the seas are bent to your will and come to your defense. When you are struck by an attack, the attacker must make a strength save against your spell save DC or be pushed away from you by 15 feet as a wave shoves them away. Additionally, you may cast the Tidal Wave spell without expending a spell slot a number of times equal to your wisdom modifier.

Comments

Posts Quoted:
Reply
Clear All Quotes