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mcumoric
2020-10-09, 08:20 PM
Wave rider
Wave riders are rangers that feel right at home on the open ocean. They often ride the waves like they were on surfboards, however they are not. They have a strong connection with the ocean and protect it with every cell in their bodies.

Ride the waves
Starting at the 3rd level, you learn the shape water (XGE) cantrip and may cast it at will. You also have the ability to conjure waves. As a bonus action you may spend a spell slot to quicken your movement by conjuring a wave under you. Until the end of your turn ends your movement speed increases by 10 feet and you do not provoke opportunity attacks. In addition creatures you move past within 5 feet of you must make a dexterity saving throw or take 1d8 bludgeoning damage on a failed save or half as much on a successful one from the conjured wave. Using this ability also lets you move across water as per the water walk spell for the rest of your turn. For each spell slot you spend above first you deal an extra 1d8 damage with this ability. In addition fire elementals take double damage from this ability.

Water armor
Starting at the 3rd level you count as if you were always fully submerged in water, although you can still breathe. You gain the following features:
You gain resistance to fire damage.
Ranged weapon attacks made against you that are farther than their normal range automatically miss you, unless they are made from a crossbow, net, javelin, spear, trident or dart.
You gain a swim speed equal to your walking speed +10 feet.
In addition ranged weapon attacks made by you underwater do not automatically miss beyond their normal range.

Sea stride
Starting at the 7th level You gain the ability to walk through water. You may choose, when you enter water, to sink to the bottom at a speed of 30 feet per turn. When you reach the bottom you can move as if you were walking on land. You also can hold your breath indefinitely.

Water speak
Starting at the 11th level you may cast the speak with animals spell at will, though you may only target beasts with a swimming speed.

Tidal wave
Starting at the 11th level you learn the tidal wave (XGE) spell. It counts as a ranger spell for you.

Water veil
Starting at the 15th level you can call upon the spirits of the ocean to heal you and your allies wounds. As an action you may spend a hit dice to heal a number of creatures within 10 feet of you equal to your wisdom modifier in addition to you. You heal an amount of hit points equal to the number rolled on your hit die + your wisdom modifier. Each of the targeted creatures gains resistance to fire damage for the next minute.

Surfs up
Starting at the 15th level When you use your ride the waves ability you may use a 3rd, 4th or 5th level spell slot as a part of that bonus action to cast Tidal wave.