Base Class: Ranger
Many Pirates, Sea Divers, Sailors, and swimmers are those who often align with the wave raider fighting style. Moving constantly like the waves back and forth, using the force of your movement, to propel your enemies away so they can never approach.
Wave Rider
3rd level Wave Raider Feature:
You gain a swimming speed equal to your walking speed; your ranged weapon attacks are not hampered by being underwater. If you already have a swimming speed it becomes double your walking speed. Additionally, anytime you move 15ft in a straight line you can add an additional d6 thunder damage to the damage roll. You can only damage a creature in this way once per turn. At level 11 you can increase the damage dealt by wave raider to a d8.
Propulsion Shot
3rd level Wave Raider Feature:
Whenever you hit a creature with your Wave Rider Damage you can expend a spell slot to add an additional effect to the attack and deal an additional d6 thunder damage per spell slot expended. You select the following options on a hit.
Breaker Wave: A creature that’s large or smaller is moved 15ft away from you
Chop: A creature hit by this effect is knocked prone
Surf: Immediately after hitting the creature you can move 30ft without provoking opportunity attack
Wave Raider Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wave Raider Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
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Wave Raider spells |
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Ranger Level |
Spell |
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3rd |
Fog Cloud |
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5th |
Misty Step |
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9th |
Tidal Wave |
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13th |
Storm Sphere |
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17th |
Maelstrom |
Diver
7th Level Wave Raider Feature
You gain resistance to Lightning Damage and can breathe underwater. Additionally whenever you are hit within an attack you can dive down into the water or earth to reposition better. As a reaction you can roll a d12+wisdom modifier and reduce the damage by that amount and immediately teleport 30ft. You can use this feature a number of times equal to your wisdom modifier. Regaining all uses on a long rest.
Riptide
11th Level Wave Raider Feature
As an Action you can summon waves to push back the tides of enemies, creatures of your choice within a 30ft sphere centered on yourself must make a strength saving throw against your ranger spell save DC. On a failure each creature takes 6d8 magical bludgeoning damage, pushed back 15ft away from you and knocked prone. On a success they take half the damage and suffer no further effects. As part of this action you can teleport anywhere within this sphere. Once you have used this action you can’t do so again till you take a short or long rest.
One with the Waves
Level 15 Wave Raider Feature
At 15th level, you can call upon the power of the Sea to create a mighty hurricane. As a bonus action, you can manifest a storm in a 10 foot radius centered around you. You are under the effects of half cover, additionally The first time each turn a creature enters the storm or starts its turn there must make a Strength saving throw. On a failure, a creature takes 2d8 bludgeoning damage and is pushed out of the storm. On a success, a creature takes half as much damage and isn’t pushed. The storm lasts for 1 minute or until you are incapacitated or unconscious, You can only use this feature once per long rest unless you expend a spell slot of 4th level or higher.
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