Ranger
Base Class: Ranger
Ruuna slowly took the binoculars from their eyes. By now the dull orange of the lamps of the hobgoblin ships could be seen to the naked eye. They notch an arrow and start to take aim. However, their mark is not the ships, but something far bigger under the water.
 
A raven flies through an open window to roost on a birchwood post. A message from the East Lodge. Urgent. After a quick scan of the room a woman whispers a few words and the raven shapes itself into a trout. With a reply pushed into its mouth it is sent into the cool waters of the West Lodge.
 
"Go on back to town, I can wait as long as I need," were the last words of Rhine Fallowkin before his party watched him vanish into the growing mist. It would be many days before he returned with the head of the putrefied demon affixed to his belt with rope.
 

The conclave of the Loch Lurkers include rangers who dwell in private transcendentalist bliss on the sharp rocky cliffs around bodies of water. They are wardens of the water and stewards of the lands around them. Loch Lurkers abhor pollution and environmental destruction. They are of few words, and isolationists by nature. They hone themselves mentally through hikes and mediation along the coasts, allowing them to unknowingly tap into the inert magic of ponds, lakes, rivers, and seas. These rangers learn how to manipulate water and keep a vigilant watch from the mists and fog.

Look of the Loch

Often times Loch Lurkers are so out of touch with society that they have quirks and habits which are strange to others. At 3rd level select or roll to see which habit your character has.

d6 Loch Habit
1 Your breath always shows when you exhale, even in the hottest of climates.
2 You always seem to find pine needles on your person, either in your bag, in the nooks of your clothing, in your hair, ect.
3 You sleep with your eyes wide open.
4 You are, for all intensive purposes, one of the greatest shellfish cooks alive.
5 Pants are for people who don't enjoy a good breeze. You fashion your own legwear, with a great degree of success!
6 You are a capable wittler. You carry a small knife and block of wood to do so. Additionally, your bow may be ornately carved by you, or you may have an intricate walking stick, or any other wooden device.

 

Loch Lurker Magic

You learn an additional spell at certain levels as indicated by the Loch Lurker Magic table. This spell counts as a ranger spell and does not count towards the amount of spells you learn as you level up.

‌The Lurker's Pet

Many months are spent alone at the Lochs. However, you have a trusty companion who seems to be naturally bonded to you. At 3rd level, this feature allows you to benefit from the find familiar spell. Instead of casting, the pet will come to you. If the pet dies it shall return after 7 days. You can also change the pet's form after 7 days.

Loch Shot

At 3rd level your ranged attacks are charged with frigid aquatic energy. As a bonus action, you can infuse your shots with mist, causing them to become magical. Doing so will cause the target to suffer an extra 1d4 points of cold damage.

Additionally, you may choose to reduce the target's speed by 10 ft. A creature whose speed is reduced to 0 is considered restrained as it freezes in place. You may reduce a target's speed a number of times equal to your proficiency bonus. You regain all uses after a long rest.

Misty Durability

Your growing connection to cool mists and frigid waters grants your resistance to cold damage.

Diving Expert

At 7th level your swimming speed becomes equal to your walking speed and you may double the amount of time you can hold your breath underwater. Additionally, you do not suffer the effects of underwater combat for ranged weapons and non-polearm weapons. You may also make athletics or acrobatics checks with advantage while underwater.

Morning Mist

Time spent moving through the woodlands and waters have honed you to become one with the dewey fog and wispy steam. At 11th level, as part of your Hide in Plain Sight feature you may cloak yourself in a 10 ft. radius shroud of mist. Creatures within the shroud have disadvantage on all attacks made inside.

Sleet Shot

At 15th level you have learned to calculate trajectory in your head well enough to hit a target from an unfathomable distance away along with help from wind and water currents. Your effective range doubles for all ranged weapons. You can select a target you have in mind and attempt to hit them from a range of up to 10 miles a number of times equal to your wisdom modifier per long rest.

Previous Versions

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