Base Class: Ranger
The Galestrike Wanderers are hunters raised and trained in the perilous southeastern seas of Amethyst Isle, known as the Galestrike Sea. These seas are infamous for their deadly whirlpools, sudden storms, and lurking sea monsters. As a result, Galestrike Wanderers are trained to be agile and effective warriors, capable of defending merchant vessels traveling between the seaside villages and trade routes of the Merchant Guild.
While protecting these vessels, they also bear a crucial responsibility: hunting down any Blighted creatures that might seek to spread the Blighted Scourge through the seas. Whether protecting sailors from marauding beasts or purging the corruption of the Blight from the waters, Galestrike Wanderers are the vigilant sentinels of the Galestrike Sea.
Storm-Sense
Starting at 3rd Level
Galestrike Wanderers have honed their senses to detect both natural threats and the more sinister dangers of the Blighted Scourge at sea.
- Windborn Agility: While in windy or stormy conditions (natural or magical), your movement speed increases by 10 feet, and you have advantage on Dexterity (Acrobatics) checks and initiative rolls.
- Merchant’s Guardian: Your time spent protecting merchant vessels has sharpened your survival skills. You gain proficiency in water vehicles, and can hold your breath for a number of minutes equal to 10 times your Constitution modifier (minimum 10 minutes). Additionally, you gain proficiency in the Survival skill if you don’t already have it.
Blighted Detection
Starting at 3rd Level
Your deep connection to the Amethyst Isle enhances your ability to sense the corrupted creatures lurking in the waters. By attuning yourself to the island's mystical energies, you can effectively detect the presence of the Blighted Scourge.
- You gain advantage on Wisdom (Survival) checks made to track creatures corrupted by the Blighted Scourge in coastal or aquatic environments.
- Ethereal Awareness: As a bonus action, you can commune with the energies of the Amethyst Isle, allowing you to sense the presence of blighted creatures within a 100-foot radius. This ability lasts for 1 minute, increasing your detection range by an additional 10 feet for every minute you maintain the connection, up to a maximum of 10 minutes.
- During this time, you can feel the presence of blighted creatures even through obstacles, enabling you to pinpoint their location more accurately. If a creature affected by the Blighted Scourge is within your range, you automatically know its general direction and distance from you.
Galestrike Strike
Starting at 3rd Level You’ve learned to harness the elemental fury of the Galestrike Sea, striking with the force of lightning and the speed of the wind.
- Gale Infusion: Once per turn, when you hit a creature with a weapon attack, you can deal an additional 1d6 lightning or thunder damage (your choice). The extra damage increases to 2d6 at 11th level.
- Gust Step: After you hit with an attack enhanced by Gale Infusion, you can immediately move up to 10 feet without provoking opportunity attacks. This movement can be made across land or water, treating water surfaces as solid ground during this movement.
Eyes of the Tempest
Starting at 7th Level, your experience in navigating through the Galestrike Sea’s whirlpools and storms has sharpened your senses, enabling you to see clearly through natural obstructions.
- Storm Vision: You can see clearly through heavy rain, fog, or other obscuring weather conditions as if they weren’t there. You also gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- Aquatic Hunter: You’ve become a deadly predator of the seas. When attacking a creature that is in or on water, you have advantage on your attack rolls against it. Additionally, you have advantage on Perception and Survival checks made to track or hunt creatures in water.
Raging Tempest
You have learned to fully harness the fury of the storm, channeling its power into your strikes to crush your foes with devastating force.
- Tempest Strike: As an action, you can imbue your strikes with storm energy for 1 minute. During this time, your weapon attacks deal an extra 2d8 lightning or thunder damage (your choice). Additionally, your speed increases by 10 feet, and you can Dash as a bonus action.
You can use this feature once per long rest.
- Storm's Wrath: Whenever you deal damage with Galestrike Strike or Tempest Strike, you can force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target is knocked prone or pushed 10 feet away (your choice). This can only affect creatures of Large size or smaller.
Master of the Gale
Starting at 15th Level. You’ve fully mastered the power of the storm, allowing you to bend the elements to your will and unleash their fury upon your enemies.
- Call the Storm: As an action, you can summon a raging storm in a 30-foot radius centered on you for 1 minute. This area becomes difficult terrain for your enemies, and heavy rain and strong winds make ranged attacks against you and allies in the area suffer disadvantage. Additionally:
- At the start of each of your turns, you can call down a lightning bolt to strike a creature within the storm. The creature must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save or half as much on a success.
- Each enemy creature that starts its turn in the storm must make a Strength saving throw or be knocked prone by the powerful winds.
Once you use this feature, you cannot do so again until you finish a long rest.
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