Base Class: Ranger
Wave Striders are in tune with the elements and are masters navigators, the stars and wind are as clear as a map and compass to you.
Wave Strider Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Gloom Stalker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Create or Destroy Water |
| 5th | misty step |
| 9th | water breathing |
| 13th | control water |
| 17th | Conjure Elemental |
Star Gazer
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Vessel Mover
At 3rd level, you become a sailing master, ship captains would pay a pretty penny to have a Wave Strider as their navigator.
As a lookout and a navigator your eyes are your best tool, you gain advantage with the perception skill.
In addition you gain the ability to help ships sail without wind, you gain access to the gust cantrip, it counts as a ranger spell for you but does not count against the number of spells you know.
Voyager's Endureance
By 7th level, you have traveled far and wide aboard many a ship, the food supplied in those journeys might not always be up to par and the weather is dreadful.
Facing these conditions has forged your body to endure the journey, you gain resistance to cold and poison damage and you cannot be poisoned.
Quick as the Wind
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Billowing Winds
Starting at 15th level, you can use the wind as a shield in battle.
Whenever a creature makes an attack roll against you and misses, you can use your reaction to summon a wave of wind that pushes creatures away from you in straight line, the creature must make a strength save (the DC is equal to your spell save DC), on a fail the target is pushed 30ft and takes 4d6 cold damage, on a success the target takes no damage and is pushed 15ft.
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