Ranger
Base Class: Ranger

As a Wake Strider you seek to preserve the balance between sea and land, protecting the creatures and corals that call the seas their home. Meanwhile, a Wake Strider takes responsibility for the water itself to ensure that the balance between it and the land is not disrupted. This connection to water allows for a Wake Strider to harness its power to control the flow of water and later being able to morph their body into a liquid state. A Wake Strider will rarely go far from the bodies of water which they protect, however they will not hesitate to journey through land to stop a threat that seeks to harm the oceans, lakes, and rivers that they watch over. With the extensive time that they spend in or around water, Wake Strider’s tend to develop unique personalities based on their upbringing. You can pick from or roll on the Wake Strider Quirks table or create your own quirks.

Wake Strider Magic

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

Aqua Affinity

When you choose this archetype at 3rd, your connection to
water gives you each of the following benefits:

  • You can speak, read, and write Aquan
  • You learn the shape water cantrip, which counts as a Ranger cantrip for you
  • You gain a swimming speed of 30 feet. If you already have a swimming speed you can instead choose to increase your swimming speed by 10 feet.
  • You can breathe water as if it were air
  • You can walk on liquid water as if it were a solid surface
  • Attacking underwater does not impose disadvantage

Wake Strike

Also at 3rd level, you can use your bonus action to sheathe your weapon in rushing water. The next time you hit a creature with that weapon, it deals an extra 1d8 cold damage and you can choose to push a creature who is large or smaller 5 feet away. This movement does not provoke opportunity attacks.

Watery Form

Beginning at 7th level, you can use your bonus action to turn your body into water. If you are in water you merge with the water surrounding you, while if you are on land you become a 5 foot puddle of water. While you are in this state you cannot be targeted, nor can you move or take actions, however you may move up to your swimming speed if you are in water. You
can remain in your Watery Form for 10 minutes, or until you revert to your normal form, which you can do without requiring an action.
When a creature within 30 feet of you moves, you may use your reaction to make an attack against that creature, exiting your Watery Form. That attack has the benefits of Wake Strike. You may use this feature a number of times equal to your Wisdom modifier (minimum of once), and recover all uses when you complete a short or long rest .

Misty Escape

Beginning at 11th level, you can turn your body into mist to escape an attack. When a creature targets you with an attack you can use your reaction to turn your body into mist. The attack is made with disadvantage and you may then reappear in an unoccupied space within 30 feet of you and make an attack against the creature who made the triggering attack. This attack automatically has the benefits of Wake Strike.

Hidden Mist

Beginning at 15th level, you can use your action to summon a cloud of thick mist. Choose a point within 60 feet of you. A cloud of mist appears with a 30 foot radius. The area which this cloud covers is considered heavily obscured. When you use this feature, select a number of creatures equal to your wisdom modifier. You and these creatures can see through the mist and, if they end their turn in the mist, they can go invisible at the end of their turn. This invisibility lasts until they use a reaction or until they take an action. If the creature reveals themselves by making a weapon attack, that attack is made at advantage and has the benefits of Wake Strike.
This cloud lasts for 1 minute, and once you use this feature you cannot use it again until you finish a short rest.

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