Base Class: Rogue
A mariner supplements their natural swiftness with water-based magical abilities. Mariners are some of the most flexible combatants you could find on the battlefield.
Restriction: Adept (Water) Background only
The Mariner draws upon the power of elemental water, and as such, only those with a natural affinity for water magic have the aptitude to excel as a Mariner.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
Cantrips
You learn three cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.
Spell Slots
The Mariner Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level bard spells of your choice.
The Spells Known column of the Mariner Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells, since you are flexible and flashy in your spellcasting. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Mariner Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Chill Out
Starting at 3rd level, you learn to use your ice magic to slow the movements of your enemies. As a bonus action, you can choose 1 creature within 30 feet of you. The creature becomes covered in a thin layer of frost, slowing its movements. It can't take reactions until the start of your next turn.
You can use this feature twice, and you regain all spent uses of it when you finish a long rest.
Aqueous Form
At 9th level, you learn to use your water magic to liquify your body and make you extremely lithe and nimble. As an action, you can take on an aqueous form for one minute. The effect ends early if you die or if you are incapacitated. For the duration, you gain the following benefits:
- You have advantage on weapon attacks that use your Dexterity.
- You have advantage on Dexterity saving throws.
- You can't be grappled or restrained.
You can use this feature once per long rest.
Freezing Strike
At 13th level, you learn to exploit your sneak attack to leave a foe chilled and vulnerable. Whenever deal sneak attack damage to a creature, you can use your reaction to have that creature make a Dexterity saving throw. The DC of the saving throw is your Spell Save DC. On a failure, the target becomes frozen, and the following effects apply:
- The target cannot willingly move until the end of its next turn.
- You and your allies have advantage on weapon attack rolls against the creature until the end of its next turn.
You can use this feature twice, and you regain all uses of it when you finish a short or long rest.
Chilling Presence
At 17th level, you have mastered using ice magic to slow the reaction times of your adversaries, and you gain the following benefits:
- You have advantage on initiative rolls.
- As you roll initiative, choose any number of creatures within 30 feet of you. Those creatures have disadvantage on the initiative roll, and can't take reactions until the start of their first turn of combat.
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