Base Class: Ranger
Wave Roamers thrive where most only find cold and exhaustion; the watery depths of the sea. They venture onto the waves to seek out deepwater threats, eliminating them before they cause harm to unsuspecting sailors. These rangers are also friends to oceanic animal and plant life, and often have a connection to the elemental place of water.
Frigid Strikes
3rd-level Wave Roamer feature
You can harness the bitter cold of the depths to augment your attacks. When you hit a creature with a weapon attack, you can deal an extra 1d6 cold damage to the target, which can take this extra damage only once per turn.
When you reach 11th level in this class, this damage ignores resistance to cold damage.
Wave Roamer Magic
3rd-level Wave Roamer feature
You learn an additional spell when you reach certain levels in this class, as shown in the Wave Roamer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Wave Roamer Spells
Ranger Level | Spells |
---|---|
3rd | fog cloud |
5th | gust of wind |
9th | sleet storm |
13th | control water |
17th | cone of cold |
Deep Diver
3rd-level Wave Roamer feature
Your become more proficient in navigating watery terrain. You can breathe underwater, and you have a swimming speed equal to your walking speed. If you already have a swimming speed from another permanent source (such as your race or class levels), you may instead increase your base swimming speed by 10 feet.
Additionally, if you make a Dexterity check or a Dexterity saving throw whilst in or under water, you may roll the check with advantage.
Gain a Swimming Speed
You have a swimming speed equal to your walking speed.
Increase Existing Swimming Speed
If you already have a swimming speed from another source (such as your race), you may instead increase your base swimming speed by 10 feet.
Chillproof
7th-level Wave Roamer feature
Your body has accustomed to the freezing depths. You are resistant to cold damage.
Additionally, you learn the protection from energy spell. It doesn’t count against the number of ranger spells you know. You can cast it once without a using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, you can only grant resistance to cold damage, and the spell’s duration becomes 1 minute for that casting.
Fluid Technique
11th-level Wave Roamer feature
At 11th level, your fighting style becomes as fluid and unpredictable as the waves. When you take the Attack action, you also gain the benefit of the Disengage action.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
One with the Wave
15th-level Wave Roamer feature
You no longer feel the cold of the icy deep. You are immune to cold damage.
Additionally, you have become so attuned to the element of water that you can assume a watery form in times of grave peril. When you would take damage, you can use your reaction to grant yourself resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
You can use this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
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