Base Class: Ranger
Ocean Souls are Rangers who have formed a profound bond with the vast and mysterious depths of the ocean. Through their connection to the sea, they become stewards of its ecosystems, protectors of its creatures, and masters of its hidden secrets. Ocean Souls feel most at home beneath the waves, where they can commune with aquatic life and navigate the ocean's depths with ease.
Ocean Soul Magic
3rd-level Ocean Soul feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ocean Soul Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ocean Soul Spells
| Ranger Level | Spell |
|---|---|
| 3rd | shape water, create or destroy water |
| 5th | invisibility |
| 9th | water walk |
| 13th | control water |
| 17th | maelstrom |
One with the Sea
3rd-level Ocean Soul feature
At 3rd level, you gain the ability to breathe underwater and a swimming speed equal to your walking speed. Additionally, you have darkvision with a range of 60 feet.
Tidecaller's Strike
3rd-level Ocean Soul feature
Starting at 3rd level, once on each of your turns when you hit a creature with an attack, you can choose to channel the power of the ocean into your strike in one of the following ways:
- The attack's target takes an extra 1d6 cold damage.
- The attack's target must succeed on a Strength saving throw against your spell save DC or be pushed up to 15 feet away from you as if struck by a powerful wave.
- Until the start of your next turn, you are enveloped in a fog cloud occupying a 5-foot cube that moves with you, making its area heavily obscured, even for yourself.
Deepwater insight
7th-level Ocean Soul feature
At 7th level, while you are fully submerged, you can communicate telepathically with any creature within 60 feet that is also fully submerged. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
In addition, you are now even more at home in the depths and gain resistance to cold damage.
Tidecaller's Might
11th-level Ocean Soul feature
At 11th level, your mastery of channeling the power of the ocean into your strikes grows more potent.
- The extra cold damage dealt by your Tidecaller's Strike increases to 1d8.
- If the target fails its saving throw against being pushed by your Tidecaller's Strike, you can also cause the force of the ocean to knock the creature prone, in addition to pushing it back.
- The fog cloud surrounding you increases to a 15-foot cube centered on you.
Aquatic Displacement
15th-level Ocean Soul feature
When you reach 15th level, you can discorporate, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. Additionally, you vanish into a watery or misty form and can move up to 30 feet without provoking opportunity attacks. While in this form, you can pass through the space occupied by other creatures, and through small holes, narrow openings, and even mere cracks. At the end of your movement, you reappear in an unoccupied space of your choice within range.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Previous Versions
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2/8/2024 9:57:51 AM
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2/8/2024 3:17:11 PM
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2/16/2024 11:28:46 AM
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