Ranger
Base Class: Ranger

In essence, the Shipkeeper is a guide. They train to survive in the most barren and dangerous of all places, but they cannot do this alone. A Shipkeeper is one who has been raised on the water, and one who is always aware of the shifting of tides and currents. They are not equipped to lead or follow, but to stay alive through means of might and magic until the next safe harbor is within sight.

Pirate Boots

At 3rd level, you have spent enough time with shifting decks under your feet to know how to move and how to use that movement effectively. You are extremely adept at keeping your feet under you and cannot be knocked prone.

 

Shelter of the Storm

At 7th level, you are completely comfortable on the water. Your sight is no longer impeded by rain or fog, and you gain proficiency in Perception. Additionally, you gain resistance to your choice of cold, thunder, or lightning damage.

Shipmaster

At 3rd level, Coast and Ocean are now considered Favored Terrain for you, if they were not already. Additionally, you gain proficiency with Vehicles (Water) if you do not already have it, and your proficiency bonus is doubled for any check you make using this.

Rushing Tide

At 11th level, your attacks now mimic the fast fury of the tides. At the start of your turn, you may use your bonus action to dash or disengage, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes and extra 1d8 thunder damage.

Shipkeeper Spellcasting

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

Wrath of the Wave

By 15th level, you can call on water to aid you. You learn the spell Control Water and can cast it once per long rest without consuming a spell slot.

When you cast the spell in this way, you can designate a number of creatures (including yourself) up to your Wisdom modifier. These creatures have advantage on the Strength saving throw caused by it, and have resistance to the damage caused by the spell.

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