Ranger
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.

Spell list

3rd Bless

5th Warding Bond

9th Wall of Water

14th Storm Sphere

17th Circle of Power

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.

At level 6 when you get a swim speed from the Roving class feature, you increase your swim speed by 10ft.

In Your Wake

At 3rd level, the sea bolsters your attacks by healing you and your allies. When you hit a creature that is marked with your Hunter's Mark with an attack, or that creature fails a saving throw from a spell you cast that deals damage, You can spend a bonus action and one creature of your choice that you can see within 30ft of you, or yourself, regains a number of hit points equal to 1d6 plus your Wisdom modifier. You can use this feature a number of times equal to twice your proficiency bonus per day, and recover all expended uses on a long rest. When you reach level 7 the healing dice increases to 1d8. When you reach 13th level it increases to 1d10.

Ebb and Flow

At 7th level, you can move with the ebb and flow of the waves. When a creature you can see ends it's turn within 5ft of you or an ally that you can see within 30ft, you or the ally can use your reaction to move up to half of their movement speed without provoking an attack of opportunity

Gift of Lok'napo

At 11th level you double your swim speed.

Additonally, as an action you can summon a whirlpool and teleport yourself or one ally you can see in range 30ft. Or you can swap places with the target of your Hunter's Mark if theyre within 30ft of you. Or As action you can force the target to make a Constitution Saving throw. On a fail you and the target swap places. Once used you cannot use this feature again until you complete a short rest. You can spend a 2nd Level or higher spell slot to regain a use of this feature.

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 suffer no movement penalty from magical or non-magical wind, rain, or storms. Magical or Natural Weather such as fog and rain does not lightly or heavily obscure your vision.

Additionally, as a bonus action on your turn, you can create a localized storm in a 20ft Emanation around a point you can see within 30ft of you. Creatures inside the emanation that you deal damage to take an additional 1d8 lightning and 1d6 thunder damage. When you deal damage to a creature inside they must make a strength saving throw or have their speed reduced by 10ft until the start of their next turn, a creature can only have this effect once. You can create this emanation a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Expanded spell list

  • 3rd - Bless
  • 5th - Warding Bond
  • 9th - Wall of Water
  • 13th - Storm Sphere
  • 17th - Circle of Power

Sea God's Wrath

At level 20, As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

 

  • Wind Storm: The wind picks up around you. You create a 30ft emenation centered on yourself. All Creatures of your choice that end their turn within the Emenation or enter it for the first time on a turn must make a strength saving throw against your Spell save DC or lose their fly speed and cannot gain one unless they have Hover.
  •  Bountiful Sea: When you heal a creature with your In Your Wake Feature, as part of the same action, a different creature within your emenation, recieves the same number of Hit points.
  • Sea Legs: You have advantage against save that would cause you to become, Grappled or Restrained and are immune to the Prone condition. Additionally if an effect would reduce your speed your speed is not reduced unless the effect would change your speed to 0.

Previous Versions

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