Ranger
Base Class: Ranger

Shore Sentinels are noble guardians who dedicate their lives to protecting the boundaries between land and sea. Whenever a danger originating from one side begins rampaging on the other, Shore Sentinels wield their weapon and magic to slay such dangers, in order to maintain peace between surface dwellers and those who call the oceanic depths home. 

Most Shore Sentinels work from coastal settlements, where seawater meets sandy beaches. Some however, may live near large lakes or important rivers, to make sure that these bodies of water do not go unprotected from any threats. 

Shoreline Protector

Beginning at 3rd level when you choose this archetype, you’re a dedicated guardian of the coast - protecting the people who live on land from the dangers of the sea, and vice versa. You can speak, read and write Primordial, and gain a swimming speed equal to your walking speed.

Shore Sentinel’s Magic

At 3rd level, you learn the Shape Water cantrip, and additional spells when you reach certain levels in this class, as shown in the Shore Sentinel’s Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Shore Sentinel's Spells
Ranger Level Spells
3rd create or destroy water, shape water
5th earthbind
9th water breathing
13th control water
17th transmute rock

Tide Strike

Also at 3rd level, you can imbue your weapon strikes with the ferocity of the tide. Once per turn when you make a weapon attack you can choose to deal 1d4 cold damage to the target. If the target is of Large size or smaller, it is knocked either 5 feet away from you or 5 feet closer (your choice).

This damage increases to 1d6 cold damage at 6th level, 1d8 at 9th level and 1d10 at 12th level.

Cloak of Sand

At 7th level, you can summon a cloud of sand around you to obscure your presence and confuse your enemies. As an action, you summon a swirling cloud of sand in a 30-foot cube within 60 feet of you for 1 minute. You must maintain concentration on this cloud as if you were concentrating on a spell. All creatures other than you within this area have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Additionally, if you use this feature in a sandy environment, such as a desert or beach, you have advantage on all Dexterity (Stealth) checks you make while inside the cloud’s area.

You can use this feature once per short rest.

Wave Merge

At 11th level, you’ve learnt how to use your connection to water to transform your physical form into a liquid form. As an action while in a body of water or similar non-harmful liquid, you can transform yourself into a liquid form for up to 1 hour. While in this form, you have a swimming speed equal to five times your ranger level and can enter and occupy the space of another creature. You also have resistance to all forms of non-magical damage and can pass through any small holes or narrow openings that a liquid could feasibly pass through.

However, while in this form you cannot talk or manipulate objects, and any objects or equipment you were wearing melds into your liquid form. You also cannot attack or cast any spells while in this form. Finally, if you drop to 0 hit points or attempt to swim onto land while in this form, the ability ends early.

You can use this feature once per long rest.

Lord of Sand and Sea

At 15th level, you’ve learnt how to channel the power of both land and sea. As an action, you undergo a transformation for 1 minute. Choose either Champion of the Land if you’re currently standing on solid ground or Champion of the Sea if you’re currently standing in water.

Champion of the Land. You take on the appearance of a resilient earth elemental. For the duration, you gain the following features:

  • You gain a number of temporary hit points equal to twice your Ranger level.
  • You can make an unarmed attack using your Earthen Fists. This attack counts as magical and deals bludgeoning damage equal to 3d10 + your Strength modifier.
  • You have advantage on saving throws to resist being knocked prone or moved against your will.
  • You have advantage on Strength saving throws.

If you leave solid ground, such as by flying or by stepping into water or onto ice, the transformation ends early.

Champion of the Sea. You take on the appearance of a swift water elemental. For the duration, you gain the following features:

  • Your swimming speed doubles.
  • Your movement does not provoke attacks of opportunity.
  • You can use your Wave Strike feature with all of your weapon attacks.
  • You have advantage on Dexterity saving throws.

If you leave the water, such as by flying or by stepping onto solid land, the transformation ends early.

You can use this feature once per long rest.

Shore Sentinel Image

Comments

Posts Quoted:
Reply
Clear All Quotes