Ranger
Base Class: Ranger

Some Rangers find their calling not in ancient forests or mountain passes, but amid crashing waves and briny winds. Harpoonists are seafarers, pearl divers, and coastal guardians who have turned the skills of survival and pursuit toward the vast unknown of the sea.

Whether patrolling coral reefs, hunting sea monsters, or protecting coastal villages from aquatic threats, these Rangers wield ropes and harpoons with the precision of a seasoned angler and the force of a tidal current. Their combat style is fluid and relentless — tethering enemies, pulling them from safety, and binding them with both steel and spell. Where others might flounder in the depths, the Harpoonist thrives, turning even the ocean's chaos into a battlefield under their control.

With enchanted ropes acting as magical extensions of their will, and honed instincts developed through years of surviving maritime dangers, Harpoonists represent a rare breed of warrior: one equally at home on a ship's deck or beneath the waves, with prey always within reach.

Seafarer’s Arsenal

You gain proficiency with the following weapons if you don't already have it: tridents, javelins, spears, and nets.

In addition, you gain a swimming speed equal to your walking speed.

Ropecraft

You have mastered the crafting of specialized enchanted ropes used in your combat techniques.

  • As part of a long rest or by spending 1 hour and 1 gp worth of materials, you can create a magical rope to use with your Harpooner features.

  • You can only maintain one active rope at a time. Creating a new one causes the previous rope to unravel and lose its magic.

  • This rope is considered magical, and its properties improve as you gain levels in this class.

Rope Durability

The rope has the following defensive properties, depending on your Ranger level:

  • Level 3: The rope has AC 12 and 2 HP. It is considered a magical object.

  • Level 7: The rope becomes reinforced: AC 15, 5 HP, and resistance to slashing and piercing damage.

  • Level 15: The rope becomes nearly unbreakable: AC 18, 10 HP, resistance to all damage, and immunity to non-magical damage. It cannot be destroyed by spells of 3rd level or lower unless they specifically target magical objects.

Harpooning

You can use your rope to tether enemies to you and control their movement. As a Bonus Action, you can attach your rope to a thrown weapon you're holding. Then, as an Action, you can make a ranged weapon attack with a weapon that has the thrown property and is tethered by your rope.

  • If the attack hits, the target takes normal weapon damage and must succeed on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or become Harpooned.

  • A Harpooned creature is tethered to you by the rope and cannot willingly move farther away from you than the rope's length (usually 20 feet unless otherwise specified).

  • Once per turn, while a creature is Harpooned, you may use your Action to either:

    • Pull the creature 10 feet closer to you. Large creatures make a Strength saving throw against your save DC to resist being pulled. Creatures larger than Large are immune to this effect.

    • Cast a touch-range spell on the Harpooned creature as if you were touching it, as long as it Harpooned.

The Harpooned condition ends if:

  • The creature succeeds a Constitution saving throw at the start of its turn,

  • The rope is destroyed,

  • The creature cuts the rope (see Rope Durability).

You may use Harpooning a number of times equal to your Wisdom modifier (minimum of once) per long rest.

Extended Conduction

While a creature is connected to your rope — whether by Harpooning or by simply being physically tethered — it counts as a valid target for touch spells cast by you or your allies, as long as it is within the rope’s length and the rope is intact and taut.

Relentless Hook

Your mastery over the Harpoon grows. When a creature is Harpooned by you:

  • At the start of its turn, if it is still tethered and doesn’t move closer to you on its own, it takes 1d6 piercing damage.

  • When you pull a Harpooned creature, it also takes 1d6 bludgeoning damage from the impact or strain, and its Speed is halved until the end of its next turn.

This damage increases to 2d6 at level 15.

Reactive Harpooning

When a creature you can see moves willingly away from you while within 50 feet, you can use your Reaction to make a Harpoon Attack against it. On a hit, the creature must succeed on a Constitution saving throw or become Harpooned.

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