Base Class: Ranger
Tide Tamers share a deep connection to the ebb and flow of the water: Rivers, Lakes, Oceans, and wherever else water rests. Some Tide Tamers are sailors, others pirates, finding themselves at home in a big blue sea but others dive deep below the surface, seeking to confront threats before they can reach land. Such rangers are often found on ships or dock towns, but they will go any place where they might get wet or find danger below the waves.
Tide Tamer Magic
Starting at 3rd level, you learn the shape water cantrip. In addition, you learn an additional spell when you reach certain levels in this class, as shown in the Tide Tamer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Tide Tamer Spells
| RANGER LEVEL | SPELL |
|---|---|
| 3rd | create or destroy water |
| 5th | misty step |
| 9th | wall of water |
| 13th | control water |
| 17th | maelstrom |
Sea Farer
At 3rd level, your experience in aquatic environments has enhanced your ability to maneuver in water. You gain a swimming speed of 30ft and can breathe underwater; if you already have a swimming speed granted by your race, your swimming speed increases by 30ft. You have a dark vision of 60 feet underwater; If you already have dark vision granted by your race, your dark vision increases by an additional 60ft underwater. Additionally, you gain the benefits of being in your favored terrain in a body of water or waterborne vehicles.
Oceanic Fury
At 3rd level, you gain the ability to augment your attacks with aquatic magic, drawn from the fury of a tidal wave
You gain a bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with magic for 1 minute. Until the end of the duration, when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and push the creature up to 5 feet away from you if you choose. A creature can take this extra damage only once per turn.
At 11th level, the extra damage increases to 2d6. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest
When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
Riptide Revenge
At 7th level, you can call crashing waters around an enemy that has damaged you as a reaction. The creature takes 1d10 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.
The damage caused by this feature becomes 1d12 at 17th level
Capsize
At 11th level, you learn control the chaos of the sea. As an action, for 10 minutes, you can create an immobile, cube-shaped prison composed of magical water furiously capsizing in on itself around an area you choose within 80 feet. The water cannot be frozen by any means. The area inside the cube is considered difficult terrain and any creature that is completely inside the cube's area is trapped and is considered underwater. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature can use its action at the edge of the cube to make a Strength check, freeing itself or another creature within its reach on a success. On a failure, the creature is pushed to the center of the cube by the current. If the creature tries to use teleportation or interplanar travel to leave the cube, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect.
You can activate this feature once per long rest
Current's Mercy
At 15th level, you tap into the mercy of the current. As a reaction, when a creature makes an attack roll against you or an ally you see within 30 feet of you, you can use a reaction to call upon a powerful burst of water to subtract a number equal to your wisdom modifier from the attack roll.
Previous Versions
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