Base Class: Ranger
Land is the domain of many Rangers, with forests, the Underdark, and even entire planes providing them with their magical and martial prowess. But far from the mainland and the planes of supernatural power… The deep, seemingly endless expanse of the ocean lies. And that vast, unknown, mysterious territory is where the Waverunners have dominion. Whether their aquatic experience comes from living off of the beaches bordering land and sea, sailing the oceans of the material realm, trading and living with tritons and mermaids, or even drifting about the elemental plane of water- Waverunners are the masters of the shifting tides and raging waves.
These rangers are free spirits, often enjoying the quiet song of the waves, and relishing in the company of aquatic beasts rather than that of other people. But when their watery home is threatened, or the waves no longer flow with the rhythm that nature intended, they may leave their isolated life and, for a brief moment, rejoin society to protect their beloved ocean.
Waverunner Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown on the waverunner spells table. This spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Waverunner Spells
|
RANGER LEVEL |
SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Maritime stride
At 3rd level, your connection to the ocean and it's water has trained you, both physically and magically, to traverse it. You have the following features:
- You gain a swimming speed of 40 feet, replacing your race’s swim speed unless it is higher than this one.
- you increase the amount of time you can hold your breath under water additional minutes equal to your proficiency bonus
- you can walk on water as if under the effect of the Water Walk spell.
Aquatic Assult
At 3rd level, you can manipulate your weapon with the raging strength of the tides. You can use an action to make an attack, if the attack hits the creature takes an extra 1d6 of bludgeoning damage, and you can force them to make a strength saving throw equal to your spell save DC, if they fail they are launched back 10 feet.
The damage increases to 2d6 and the distance increases to 20 feet at 11th level.
Riptide
Once you reach level 7, you can create magical currents of water that flow with the fury of a riptide. Within 30 feet of you, as an action you can create a magical riptide in a 10 foot cube within range.you can create one riptide per turn, however you can only have one riptide up at a time. If any non-willing creature enters the riptide, they must make a strength saving throw equalto your spell save DC, being launched 10 feet in the air and falling prone when they impact a surface on a fail(additionally taking fall damage), or being launched half the distance and not being knocked prone on a success. The Riptide lasts for a minute or until it is dispelled as an action, or you create a new riptide.
Tide Tether
At level 11, your connection to the water has become literal, as you can transform parts of your body into seawater. You gain the following two actions that can be used once per turn:
- You can use an action to transform your hand(s) into the water and create a tether on any melee weapon(s) you are wielding and make attack(s) against a creature. The reach of the attack(s) is increased by 5 feet, however, your attack cannot benefit from aquatic assault, but it can benefit from dual wielding.
- You can use your action to transform a part of your body, such as a finger, into the water and create clones of ammunition out of said water. Aside from the base attack, you make attack rolls against all creatures within a 15-foot cone originating from you, and in the direction of the attack you make, the damage they take would be the same as the normal weapon.
Hurricane Rend
Once you reach 15th level, you can make your riptides explode with the fury of a hurricane. You can create a second riptide. Additionally, as an action, or when the riptide ends, you can choose to detonate one of your existing riptides, doing this destroys your riptide. All creatures within 30 feet of the detonated riptide must make a dexterity saving throw against your spell save DC, taking 8d6 bludgeoning damage and being knocked back 10 feet on a fail, or taking half damage and not being knocked back on a success.
You can use this feature once before a long rest.
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