Ranger
Base Class: Ranger

For the Sea Drifter, there is nothing they love more than the openness and freedom that the open sea represents. They are infatuated with the infinite mysteries of the depths below, and have dedicated their lives to unraveling them, navigating them and mastering them along with those who live within them. They have an abnormally strong connection to water, whether it be their own understanding, a gift from nature itself, or a blessing of the Gods and use that connection to further their goal of understanding and protecting this irreplaceable symbol of independence. Sea Drifters often feel most at home on ships and within port cities where they can easily find work as navigators, expeditionists, and hunters. Wherever you can find the ocean, you can be certain a Sea Drifter is on its horizon.

Sea Drifter Features

Ranger Level Feature
3rd Sea Drifter Magic, Oceanographer, Aquatic Reservoir
7th  Pelagic Specialist
11th  Echolocation
15th  Tidal Precision

Sea Drifter Magic

You learn the Shape Water cantrip if you don’t already know it. 

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Sea Drifter Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Sea Drifter Spells
RANGER LEVEL SPELLS
3rd Shape Water, Fog Cloud
5th Blur
9th Water Breathing
13th Control Water
17th Maelstrom

Oceanographer

Beginning at 3rd level, you are an expert at navigating the high seas and what lies below them. You become proficient in Cartographer's Tools. You also gain a swim speed equal to your walk speed and you can hold your breath underwater for a number of minutes equal to your Constitution modifier + your Wisdom modifier. 

Aquatic Reservoir

At 3rd level, your experience on the waters has taught you to infuse some of it's energy and harbor it within yourself to bolster your attacks and your abilities. You have a number of Aquatic Reservoir charges equal to twice your proficiency bonus. These charges are used to fuel your Reservoir abilities as outlined below: 

Lethal Current. Upon hitting a creature with an attack roll, you can expend a charge to deal an additional 1d6 bludgeoning damage to the target. A creature can take this extra damage only once per turn. The die for this damage increases to 2d6 at 11th level. 

Thalassic Barrier. When you are hit by an attack, as a reaction you can expend a charge and summon a watery barrier, reducing the damage by an amount equal to your ranger level + your Wisdom modifier.

You regain all expended Aquatic Reservoir charges upon completing a long rest.

Pelagic Specialist

At 7th level, you are an infallible expert on all bodies of water and their related topics. Whenever you make an Intelligence (History) check, an Intelligence (Nature) check, or an Intelligence (Religion) check related to bodies of water, their inhabitants or their deities, you can use your Wisdom modifier in place of your Intelligence modifier. If you fail an ability check made in this way you can expend an Aquatic Reservoir charge to re-roll it, taking the higher of the two rolls.

Ability checks made in this way count as Wisdom checks and do not benefit from the Favored Enemy class feature.

Echolocation

At 11th level, you have refined your hearing to a superhuman level and are able to see and determine objects based on sound waves that hit them. You gain advantage on Wisdom (Perception) checks based on sound. Additionally, you can use an action to focus your hearing, gaining Blindsight out to a range of 60 feet. Creatures who aren't making sounds, who are under the effects of an ability or spell such as the Silence spell, or who successfully Hide from you are undetectable with this sight. This ability lasts for 10 minutes or until you lose concentration (as if you were concentrating on a spell).

After using this ability, you can't use it again until you take a long rest, unless you expend two Aquatic Reservoir charges to do so.

Tidal Precision

At 15th level, the flowing waters of the ocean are second nature to you and no longer inhibit you while you are within them. While underwater, your ranged weapon attacks and melee weapon attacks function as if you were on land. Additionally, while within bodies of water, you don't expend Aquatic Reservoir charges when using a feature that would normally do so.  

Comments

Posts Quoted:
Reply
Clear All Quotes