Base Class: Ranger
Sea Lords are masters of the waves, at peace beneath them and empowered by their storms. Sea Lords dive swiftly into the deep and swim fearlessly beside sharks and whales and giant crabs. Such rangers are often found aboard ships that frequent dangerous waters, but their connection to the sea is not limited by the shore.
Sea Lord Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sea Lord Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Sea Lord Spells
| Ranger Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
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|
17th |
Sea's Fury
At 3 level, you learn to harness the lightning and crashing waves of an ocean's storm to enhance your attacks.
Once on your turn, you can deal an additional 1d8 lightning damage on a ranged attack, or an additional 1d8 bludgeoning on a melee attack. This damage is considered magical for the purposes of overcoming immunity.
You can use this feature a number of times equal to your Wisdom bonus (minimum of once). You regain all uses of this feature when you finish a short rest.
Sea's Fury
At 3 level, you learn to harness the lightning and crashing waves of an ocean's storm to enhance your attacks.
Once on your turn, you can deal an additional 1d8 lightning damage on a ranged attack, or an additional 1d8 bludgeoning on a melee attack. This damage is considered magical for the purposes of overcoming immunity.
You can use this feature a number of times equal to your Wisdom bonus (minimum of once). You regain all uses of this feature when you finish a short rest.
Sea's Wrath
At 11 level, you learn to unleash the full power of storm-tossed seas with your strikes. When you deal lightning or bludgeoning damage with your Fury of the Sea ability, you can roll an additional d8 to determine the extra damage.
The first time a target takes this extra lighting damage from one of your ranged attacks, they must make a Constitution saving throw equal to your spell save DC or become paralyzed until the end of your next turn.
The first time a target takes this extra bludgeoning damage from one of your melee attacks, they must make a Strength saving throw equal to your spell save DC or be knocked prone.
Expert Diver
At 3 level, you gain a swimming speed equal to your walking speed.
You are also adept at diving and using water to hide. You can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier (minimum of 1 minute), and you have advantage on Dexterity (Stealth) checks while you are underwater.
Aquatic Form
At 7th level, you learn to take on an aquatic form. You can cast the polymorph spell with this feature, without expending a spell slot. You can only target yourself with this spell, and your new form must have a swimming speed.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Sea's Wrath
At 11 level, you learn to unleash the full power of storm-tossed seas to enhance your strikes. When you deal lightning or bludgeoning damage with your Sea's Fury ability, you can roll an additional d8 to determine the extra damage.
When a target takes this extra lighting damage from one of your ranged attacks, they must make a Constitution saving throw equal to your spell save DC or become paralyzed until the end of your next turn.
When a target takes this extra bludgeoning damage from one of your melee attacks, they must make a Strength saving throw equal to your spell save DC or be knocked prone.
Summon Rip Tide
At 15 level, you learn to call forth magical waves to aid you and your allies.
As a reaction, you can summon a wave that is 10 feet wide and 10 feet tall within 60 feet of you in a place that you can see to move yourself or a willing creature that is Large or smaller up to 15 feet in a direction of your choice. This movement does not trigger opportunity attacks.
If you or the willing creature was targeted by an attack when you used this reaction, the target of your wave gains a +5 bonus to AC against that attack.
Any other creature that is within the wave’s area when it is summoned, or that is in the path of the wave as it moves, must succeed on a Strength saving throw or take 4d8 bludgeoning damage and be knocked prone. If they succeed, they take half as much damage and are not knocked prone.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all uses of this feature when you finish a long rest.
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