Ranger
Base Class: Ranger

You were granted power you do not quite understand, be it do to a master teaching you, or a being granting it to you in your supposed final hours. One way or another, you have found yourself as a Tide Weaver: a beacon of prosperity and safety guided by the weave itself. Your presence brings solace to those hurting and in need, and those who oppose you know not of the tides of fate that come.

Fluid Movement

3rd-level Tide Weaver feature

Upon reaching the 3rd level, the weave now guides your movements, allowing you to move faster than ever before. You can use the Dash action as a bonus action on your turn. Additionally, you move through non-magical fluids as if you were not in difficult terrain, are proficient in acrobatics, and gain a swim speed equal to your movement speed.

 

Weave's Current

3rd-level Tide Weaver feature

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

Tide Weaver Spells
Ranger Level Spells
3rd create or destroy water
5th misty step
9th wall of water
13th control water
17th control winds

Magic you cast is also altered, as your spells follow the weave's flow. Choose your blessing from the Current's Aura table or determine it randomly.

Current's Aura
d6 Appearance
1 A soft plume of mist emanates from the spell.
2 Aqua-colored markings begin to glow across your body.
3 Your spells leave a faint scent of seawater.
4 Everything your spells touch become damp or wet.
5 Droplets of saltwater drip from your spell.
6 Whispers from the drowned seem to come from the spell.

Furious Rapids

3rd-level Tide Weaver feature

Starting at 3rd level, Your attacks become relentless, abandoning all defensive techniques to break your enemy. Before you make an attack with a melee weapon, you can choose to take a -2 armor class penalty. If you successfully hit, you can increase that damage by 1d8 and you don't provoke opportunity attacks from that creature for the rest of the turn. Armor class removed like this is cumulative with any additional armor class you lose from this ability, and the penalty lasts until the start of your next turn. 

This feature's extra damage increases when you reach certain levels in this class: to 2d8 at 7th level, 3d8 at 11th level, and to 4d8 at 15th level.

Ocean's Edge

7th-level Tide Weaver feature

Upon reaching the 7th level, you have further tuned yourself to the weave. As long as your are not unconscious, charmed, or frightened, you can add your Wisdom modifier to your Strength, Dexterity, and Constitution saving throws. 

Dance of Water

11th-level Tide Weaver feature

Upon reaching the 11th level, your skills have allowed you to never truly finish a performance, gracefully transitioning into the next move. Whenever you roll a critical success on a weapon attack or an opponent within 5 feet of you critically fails, you may spend a reaction to make an attack of opportunity. Additionally, you may add your wisdom modifier when making performance skill checks.

Tides of Fate

15th-level Tide Weaver feature

Upon reaching the 15th level, you can feel the pull of the weave as it speaks to you of your fate, allowing you to follow or change it. When you finish a long rest, roll three d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or or anyone you can see with those fateful rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each fateful roll can be used only once. When you finish a long rest, you lose any unused fateful rolls.

 

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