Base Class: Ranger
Wardens of Lok'napo are rangers, scouts and defenders of Breek'no'ar. They gain their powers from the god Lok'napo, and use it to help and protect others.
Expanded Spell List
Your connection with Lok'napo, the god of the sea has provided you with spells when you reach certain levels as seen in the table.
Spell list
3rd Bless
5th Earthbind
9th Wall of Water
14th Storm Sphere
17th Summon Celestial
From the Sea
At 3rd level, your connection with the spirit of the ocean aid you while in water. you gain a swim speed equal to your walking speed, and you can breathe underwater.
Additionally, being underwater doesn't impede your ability to fight. You suffer no penalty to weapon attacks while underwater.
In your Wake
At 3rd, the sea bolsters your attacks by helaing you and your allies. Once per turn when you you hit a creature with an attack or a creature fails a saving throw from a spell you cast that deals damage, one creature of your choice that you can see within 30ft of you (including you) regains a number og hit points equal to 1d4 your wisdom modifier. You can use this feature a number of times equal to your proficiency bonus. And regain all uses on a long rest.
When you reach level 11 the increases 1d8 to the healing.
Ebb and Flow
At 7th level you can move with the ebb and flow ofthe waves. You can use a Bonus Action to take the Dash action.
Additionally, when a creature you can see ends it's turn within 5ft of you or an ally within 30ft of you, that you can see and isn't incapacitated. You can use your reaction to move the target 10ft in any direction.
Gift of Lok'napo
At 11th level, as an Action you can call upon Lok'napo to aid you. You can cast a Cleric spell that doesn't require a reaction, and is of a spell level you can cast, without expending a spell slot or requiring material components. Once you use this feature you can't use it again until you finish a long rest.
Raging Storm
At 15th level you are adept at navigating weather phenomenon, and your ties to Lok’napo allow you to call upon the sea and storms. You are unhindered by weather and storms. You suffer no movement penalty from wind, rain, and storms. Additionally, weather such as fog and rain doesnt hinder your vision. Those effects are considered less harsh, heavily obscured would be considered lightly obscured and lightly obscured wiuld be considered clear.
As a bonus action on your turn you can create a small storm, Within a 20ft radius around a point you can see in 30ft of you. Creatures inside the area that you deal damage to take an additional 1d8 lightning and 1d6 thunder damage. This area is also considered heavily obscured due to the storm.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/29/2024 12:21:42 PM
|
4
|
2
|
--
|
Coming Soon
|
Comments