Base Class: Ranger
The rangers of the seas and other waters, commonly known as Mariners, swim with the agility and grace of the aquatic wildlife that they share a connection with. They patrol not only the far reaches and icy depths of the ocean, but also the coasts, rivers, and lakes. They hunt those who would corrupt or befoul the waters and track down the aquatic monsters that threaten coastal and underwater settlements.
Mariner Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mariner Spells table. If the table lists multiple spells for a level, you choose only one of them to learn. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. These spells can’t be replaced when you gain a level in this class, but instead you can change your decision for one level on the table.
Mariner Spells
RANGER LEVEL
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SPELL
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3rd | create or destroy water, fog cloud |
5th | drown (new) |
9th | tidal wave (XGE), wall of water |
13th | control water |
17th | maelstrom (XGE), water to acid (new) |
New spells must be selected manually in the character builder.
Tidal Strike
At 3rd level, you learn how to conjure a ribbon-like wave of crashing water to envelop your weapon strikes. Once on each of your turns when you hit with a weapon attack, you can choose to blast the target of the attack with a wave of water. The attack deals 1d6 extra bludgeoning damage and if you choose so, the target must also make a Strength saving throw. On a failed save, the target is pushed 15 feet away from you.
The water conjured by this feature is transparent and spiritual in nature, vanishing as quickly as it appears. At 11th level, the extra damage increases to 1d10.
You can only push targets using this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Aquatic Hunter
Also at 3rd level, you develop a primal connection to the water and its fauna, granting you benefits. You have a swimming speed of 60 feet, you can breathe water, and being underwater doesn't impose disadvantage on your ranged weapon attacks. When you make a melee attack with a trident, the damage die is increased to a d8, or a d10 if wielded in two hands.
In addition, you have advantage on any weapon attack made against a creature that's swimming in water, does not have a swimming speed, and can't breathe water.
Once you reach 7th level, you can also jump out of the surface of water while swimming in it. When you do so, your jumping distance is increased by a number of feet equal to twice your Wisdom modifier (minimum 2 feet).
Sea Tamer
Starting at 7th level, you gain resistance to cold damage, and you have the ability to echolocate like a dolphin or whale. You gain blindsight out to a range of 30 feet, but you can't use it while you're deafened. The range of this blindsight is doubled in water.
In addition, you can speak with aquatic life. You can comprehend and verbally communicate with beasts, elementals, fey, and monstrosities that can naturally breathe water or have a natural swimming speed, to the same effect as the speak with animals spell.
Call of the Ocean Lord
At 11th level, your talent for speaking with marine life grows. You can communicate telepathically with any creature that you can speak with using your Sea Tamer feature, so long as you can see the creature or it is within 60 feet of you.
In addition, you can telepathically call out across the planes for aid from this marine life. You can cast the new conjure critters spell as a 3rd-level spell, without expending spell slots, requiring components, or using concentration. When you do so, the beasts that are summoned must have a swimming speed or the ability to breathe water, and they can't have a flying speed or a burrowing speed. You can choose to summon one CR 1/2 beast instead of two CR 1/4 beasts. No matter your choice, the beasts do not appear until the end of your next turn, and they are not considered fey.
Once you cast conjure critters in this way, you can’t do so again until you finish a long rest.
Sample Creatures
CR | Creature Name |
0 ×8 | Frog, Crab, Octopus, Quipper, Sea Horse |
1/8 ×4 | Dolphin, Giant Crab, Poisonous Snake |
1/4 ×2 | Constrictor Snake, Giant Frog, Giant Poisonous Snake |
1/2 | Crocodile, Giant Sea Horse, Reef Shark |
Cloak of the Sea
Starting at 15th level, you can conjure a thin cloak of ocean mist, squid ink, or some other kind of aquatic cloud to protect you.
Whenever a creature makes an attack roll against you, you can use your reaction to cloak yourself. You are heavily obscured for that attack, potentially imposing disadvantage on the attack roll. You must choose to use this ability before the attack roll is made.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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9/8/2021 9:19:12 PM
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90
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50
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1.0
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Coming Soon
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