Base Class: Ranger
Tidebait Tracker
Ranger Subclass
Tidebait Trackers are hunters of the water’s edge—trappers, netcasters, and spear-wielding predators who thrive near rivers, swamps, lakes, and coasts. Unlike their woodland kin, these rangers do not stalk deer through the trees—they hop into the shallows, drop a net, or dive after the catch. Whether it swims, flies, or flees, the Tidebait Tracker is prepared to drag it back.
Experts in restraint, pursuit, and patient ambush, they use specialized nets to lock down prey and harness elemental bursts to strike while it struggles. These rangers are as much fisherman as fighter, relying on clever positioning and tactical control more than brute force.
Tidebait Tracker Features
| Ranger Level | Feature |
|---|---|
| 3rd | Deep Sea Survivalist |
| 7th | Seafaring Trapper |
| 11th | Mariner’s Might |
| 15th | Master of the Stormline |
Deep Sea Survivalist
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🔹 3rd-Level: Deep Sea Survivalist
You are a predator of turbulent coasts, brackish deltas, and sunken ruins. Your body and instincts have adapted to the chill of the sea and the flight of the gull.
Amphibious
You can breathe underwater and gain a swim speed equal to your walking speed.
Cold-Blooded Resilience
You have resistance to cold damage.
Predator’s Senses
You gain proficiency in Perception and Survival. Additionally, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to detect or track creatures with a swim speed or fly speed.
Net Launcher
You carry a compact, spring-loaded net launcher adapted for use on land or underwater.
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As part of the Attack action, you can replace one of your attacks with a net blast targeting a creature within 30 feet.
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The target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become restrained.
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Huge or larger creatures automatically succeed on the saving throw.
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A creature within 5 feet of the restrained target can use an action to free them with a successful DC 10 Strength (Athletics) check.
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The net has AC 10, 5 hit points, and is immune to bludgeoning, poison, and psychic damage.
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If the net is destroyed, you may use your reaction to reel it in. You can repair it during a short rest, or replace it during a long rest if fully destroyed.
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Seafaring Trapper
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🔹 7th-Level: Seafaring Trapper
You channel the fury of the storm through nets, strikes, and sheer will.
Lightning Strike
When you hit with a weapon attack, you may expend a spell slot to deal an additional 2d8 lightning damage per level of the spell slot.
You may also use this ability when activating Shock Net (see below).
Stormbound Reflexes
You gain resistance to lightning damage.
You also add your Wisdom modifier to Strength (Athletics) or Dexterity (Acrobatics) checks made to escape the grappled or restrained condition.
While submerged in water, you have advantage on these checks.Shock Net
When you restrain a creature with your net—or start your turn with a creature still restrained by it—you may expend a spell slot to release a pulse of charged energy.
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The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier).
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On a failed save, the creature takes 2d8 lightning damage per level of the expended spell slot and is stunned until the end of its next turn.
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On a successful save, the creature takes half damage and is not stunned.
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Mariners Might
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🔹 11th-Level: Mariner’s Might
The storm flows through your hands, and your movements strike with the rhythm of crashing waves.
Relentless Barrage
When you take the Attack action on your turn, you can make three attacks, instead of two.
Quick Trap
You can throw a net or use your Net Launcher as a bonus action on your turn.
Whiplash Reel
When a creature fails its saving throw against your Net Launcher, you can force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a fail, it is immediately pulled 15 feet toward you in a straight line as the net reels taut.
You can use this feature a number of times equal to your Wisdom modifier per long rest.
Deepwatcher’s Sight
You gain darkvision out to 60 feet while underwater, or if you already have darkvision, its range increases by 30 feet.
Master of the Stormline
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🔹 15th-Level: Master of the Stormline
You have become the apex predator of shoreline and shallows, blending speed, precision, and relentless control.
Speed of the Maelstrom
Your movement speed increases by 10 feet, and your swim speed becomes double your walking speed.
Tempest Tether
Creatures restrained by your net launcher or traps cannot:
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Teleport
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Turn invisible
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Benefit from Evasion or Uncanny Dodge
This suppression lasts until the restrained condition ends.
Stormfinisher
Once per turn, when you hit a creature that is restrained or stunned, you may add the minimum Lightning Strike damage as bonus damage—without expending a spell slot.
For example, if using a 2nd-level slot would normally deal 4d8 lightning damage, you instead deal 4 lightning damage.
Advanced Net
At the start of your turn, if a creature is still restrained by your net, you may deal the minimum damage of your Shock Net feature to that creature without expending a spell slot.
This damage does not trigger a saving throw and does not cause the stunned condition.
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