Base Class: Ranger
Mariners ford vast oceans and ferry travelers across dangerous rapids. Their bodies become toned and conditioned to handle troubled waters and eventually they come to know the tides as an old friend.
Level 3: Rushing Attack
Your momentum carries over to any weapon attacks you make. After moving 10 feet in a straight line, the next weapon attack you take in the same turn deals an additional 1d4 damage. This damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level.
Level 3: Tidal Magic
When you reach a Ranger level specified in the Mariner Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3 | Grease and either Gust or Shape Water |
| 5 | Darkness |
| 9 | Fly |
| 13 | Control Water |
| 17 | Cone of Cold |
Gust
You learn either the Shape Water or Gust cantrip, your choice. Some Mariners feel more at home in the water, while others prefer to rig the sails and flow with the winds.
Shape Water
You learn either the Shape Water or Gust cantrip, your choice. Some Mariners feel more at home in the water, while others prefer to rig the sails and flow with the winds.
Level 3: Wave Dash
Your powerful swimming legs allow you to thrust yourself at great speed in short bursts. As a bonus action, you can propel yourself in any single direction a number of feet equal to your movement speed if your starting point is in water or half your movement speed if initiated not in water, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your Wisdom Modifier, minimum once, and you regain all expended uses when you finish a long rest.
Level 3: Born to the Sea
You gain a Swim Speed equal to your movement speed. You also can hold your breath for a number of hours equal to your Constitution Modifier, instead of the normal few minutes. If you do not have a positive Constitution Modifier, you can hold your breath for 30 minutes.
Level 7: Seafarer Precautions
You can cast the Water Breathing spell, but only as a Ritual.
Level 7: Pressure Conditioned Frame
Your time spent plunging into the depths has toughened your body. You gain proficiency in Constitution Saving Throws. If you already have this proficiency, you instead become proficient in Strength Saving Throws.
Level 7: Eyes of the Deep
You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Level 11: Primed For The Depths
You have conditioned yourself to function at even the deepest depths. You become resistant to Cold Damage and you have tremorsense with a range of 30 feet. With tremorsense you can detect and pinpoint the origin of vibrations within a specific radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.
Level 15: Inky Subterfuge
You can cast Darkness without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Whenever you start casting the spell in this way, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Previous Versions
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4/5/2026 3:04:46 AM
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