Base Class: Ranger
Lir has empowered you as one of his wardens. Your life will never be the same as he has changed you.
Roll a d6 to determine an additional trait that becoming his warden has caused:
1- You have a craving for raw fish and squid and other creatures of the deep.
2- You refuse to eat any seafood.
3- You have Webbing that grows between your feet and fingers, if you have no feet (hooves etc….) upon contact with the water they shift into tails similarly to a mermaids.
4- Gills flair from a portion of your body, showing your proficiency with breathing in the water.
5- Scaled Hide, Your body grows small harmless scales like that of a fish or similar creature.
6- Serrated Teeth form much like a sharks.
Krakens and Monstrosities of the Deep are of little consequence to a true disciple of Lir as the waters move and hold in reverence those who commune with the God of the Deep.
Warden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Warden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
You also learn the shape water cantrip.
Warden Spells
| Ranger Level | Spell |
|---|---|
| 3rd | create or destroy water |
| 5th | enhance ability |
| 9th | tidal wave |
| 13th | wall of water |
| 17th | maelstrom |
The Tide of Battle
At 3rd level, you can once on each of your turns deal an additional die as damage, (this damage is the same as the weapon, spell or unarmed strike used to seal it). This die increases as combat progresses. During the first round of combat the die is a d4 which becomes a d6 the second round that you make an attack, all the way up to a d12 and stops there.
At level 9 you can deal this damage 2 times per round. Meaning you gain an additional die to add as damage to your strikes. Then at level 17, you gain the 3rd die.
Gifts of the Deep
At 3rd level, you gain darkvision out to a range of 120 feet. If you already have darkvision from your race, its range increases by 30 feet.
You also gain a swim speed equal to your movement speed, the ability to breathe water, and you gain resistance to nonmagical [Bludgeoning] damage as you can now resist the crushing pressure of the deep ocean.
Calm Waters
By 7th level, you have, through communing with Lir, learned to make your mind as calm and the sea on a sunny day. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Extra Attack
At 11th level, you gain an additional attack whenever you take the attack action on your turn.
Flooded Domain
Starting at 15th level, once per day, your are able to flood the lands you are standing in, this results in water filling a 60x60 ft cube with water (or an equal volume different space, such as a Rectangle or Sphere). While within the Domain a number of allies up to 6 that you choose become under the effect of the Water Walk spell. While within the Domain enemies have vulnerability to your weapon and unarmed attacks. While inside the Domain you can as a bonus action teleport up to 60ft using the water to funnel you where you need to be to strike.
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