Ranger Archetype
Mariner
Mariners, also known as sailors, are seafarers who travel the ocean. The role a mariner has on a ship can vary, however they are equipped with knowledge and experience needed to properly sail and navigate the harsh open waters.
Mariner Magic
3rd-level Mariner feature
You learn an additional spell when you reach certain levels in this class, as shown in the Mariner Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Mariner Spells
Ranger Level | Spells |
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3rd | Create or Destroy Water, Shape Water |
5th | Misty Step |
9th | Tidal Wave |
13th | Summon Elemental (Water Only) |
17th | Maelstrom |
Sea Legs
3rd-level Mariner feature
You gain proficiency with Navigator's Tools and Vehicles (water).
Additionally, you gain a 30ft swimming speed.
Maritime Warfare
3rd-level Mariner feature
By commanding the harsh and powerful nature of the sea you are able to enhance your movement and fighting prowess. As a bonus action, you can begin channelling the power of ocean, for 1-minute you gain the following benefits;
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Once per turn, when you hit a creature with a weapon attack, you can deal additional bludgeoning or cold damage (your choice) equal to Ranger level.
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You can take the Disengage action as a bonus action.
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Your swimming speed increases to 60ft.
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You can cast Create or Destroy Water at will, without expending a spell slot or requiring the material components.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Rig the Sail
7th-level Mariner feature
Your experience with rigging ships has made you proficient with ropes and knot typing. Any piece of rope you have functions as if a grappling hook were attached, being able to be secured to any ledge or overhang when thrown.
As a bonus action, you can throw a rope 60ft using a free hand. Additionally, you expend no additional movement and require no check when climbing rope.
Captain
11th-level Mariner feature
Your proficiency bonus is doubled for any ability check you make that uses either Navigator's Tools and Vehicles (water).
Additionally, you can order your crew to prepare for battle. You give yourself and any allies within 30ft of you a bonus to initiative rolls equal to half your proficiency bonus.
Water Spout
15th-level Mariner feature
If you are swimming or standing above a source of water, such as a puddle or shallow pool, you can cause the water to shoot upwards like a water spout. As a bonus action, you can cause the water beneath you to erupt, propelling you 120ft in any direction (except downwards). While travelling through the air your movement doesn’t provoke opportunity attacks. The water spout deals no damage and cannot move anything other than you and your equipment
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses of it when you finish a long rest.
Artwork by Guilherme Batista & Martin Seidl Subclass by DNDBlue | Version 1.5