Ranger
Base Class: Ranger

Seafarers crave a life at sea. Be they Pirates, Merchants, Naval Officers, or Treasure Hunters, a seafarer will never be found far from the deep blue. Often found with cutlass in hand, they're always looking to discover what secrets are hidden beneath the waves. Some become enemies of marrow, sahuagin, or other underwater terrors, other embrace their oceanic lifestyles, joining them in their exploits. Whatever the case, one thing's certain, a Seafarer will always be bold and courageous in the face of the great perils of the open seas.

Seafarer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Seafarer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Seafarer Spells

Oceanic Combatant

At 3rd level, you become a master of underwater combat. You gain a swimming speed equal to your walking speed. If you already have a swimming speed, it increases by 10ft. You have advantage on any attacks against creatures with no swimming speed while underwater.

Never Ending Breath

At 3rd level, you gain the ability to hold your breath indefinitely, so long as you are not unconscious.

Bonus Proficiencies

At 3rd level you gain proficiency with Vehicles (Water) and Navigator's Tools or Cartographer's Tools if you do not already have them.

Cartographer's Tools

You gain proficiency in cartographer's tools

Navigator's Tools

You gain proficiency with Navigator's Tools

Tongue of the Sea

By 7th level, You learn Aquan and Sahuagin. You can also speak to and understand any creature with an innate swimming speed. Finally, you have advantage on Charisma checks against creatures with an innate swimming speed.

Improved Oceanic Combatant

By 7th level, your swimming speed increases by 10ft

Ready for Anything

At 11th level, you learn to never be caught without arms. On your turn, you can use a bonus action to form a weapon or piece of ammunition out of a nearby water source. A weapon takes the form of a weapon of your choice which you are proficient with and is considered magical for the purposes of overcoming resistances and immunities. The weapon can deal the damage normally associated with it's form (slashing, piercing, or bludgeoning) or it can deal force damage. Your weapon also has the light, finesse, and thrown properties, with a normal distance of 30ft and a long distance of 90ft. Finally, if you throw the weapon or fired ammunition, you can call it back to you with a bonus action.

Improved Oceanic Combatant

By 11th level, your swimming speed increases by an additional 10ft

Like the Waves

Starting at 15th level, you become one with the seas. You gain resistance to acid damage and can squeeze through spaces as narrow as 1 inch wide without squeezing. In addition, you can move through another creature's space on your turn, however, you cannot end your turn in another creature's space. Finally, you can breathe underwater.

Previous Versions

Name Date Modified Views Adds Version Actions
4/23/2020 1:50:22 AM
0
0
--
Coming Soon
4/23/2020 1:57:13 AM
0
0
2
Coming Soon
4/25/2020 4:02:12 PM
1
1
3
Coming Soon
5/6/2020 12:20:07 AM
4
0
4
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes