

Ranger Archetype
Mariner
Mariners are most at home on the open sea, as the wind, rain, and salty waves buffet them and their crewmen. An expert at repelling threats, a Mariner fights tooth and nail, scaling the nets and braving the fathomless depths, to defend and drive back invaders lest they seize their vessel.
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. The 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 |
|---|---|
| 3rd | create or destroy water |
| 5th | gust of wind |
| 9th | wall of water |
| 13th | control water |
| 17th | control winds |
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with vehicles (water) and navigator's tools.
Boarding Tactics
At 3rd level, you can repel an invading party that is trying to board your ship, or drive back the defenders of a ship you're boarding to make room for your fellow crewman.
Once on each of your turns when you hit a creature with a weapon attack, the creature takes an extra 1d6 damage of the weapon's damage type and is pushed 5 feet away from you if the creature is Large or smaller. When you reach 11th level in this class, you can use this feature twice on each of your turns.
Ship Hand
At 3rd level, you are as agile in the sea or when climbing a ships rigging as you are walking on land. While you are not wearing heavy armor, you have a swimming speed and climbing speed equal to your walking speed.
In addition, waterborne vehicles are considered one of your Favored Terrains.
Sea Legs
At 7th level, you can maintain your footing even as a ship under you roils and tumbles in stormy seas. You have advantage on Strength and Dexterity saving throws and checks against effects that would knock you prone or move you against your will.
Close Quarters Skirmisher
At 11th level, you can move dexterously on the deck of a crowded ship, weaving through allies and foes alike to better position yourself to cut down the greatest number of foes. You can move through the space of any creature that is your size or larger.
In addition, when you use your Boarding Tactics, up to two other creatures within 5 feet of the original target also take the extra damage and are likewise pushed 5 feet away from you.
Repelling Strike
At 15th level, your reflexes are poised to drive back hostile foes that get too close to you. As a reaction to when a hostile creature ends its turn within 5 feet of you, you can make a melee weapon attack against the creature. On a hit, the creature and up to two other creatures within 5 feet of the original target are pushed 5 feet away from you. The creatures must be Large or smaller to be pushed.
Credits
Designer: Muat
Art: PACG SS COVER by Paizo
Special Thanks: Discord of Many Things for their suggestions, thoughts and criticisms.
push aside, and if they jump on you, roll away once per round
for 15th, usually it goes with reaction abilities, so what about using your reaction when enemy ends turn next to you, like the scout rogue?
When you reach 11th level in this class, you can use this feature twice on each of your turns.
Horizon Walker
3d8+7 and x2 1d8+7 (assuming dueling FS) vs 3 targets (42 damage total, 20 against primary target, 11 against 2 others + teleport + force damage + BA to use)
Option 1 - 1/turn
3d8+14 and x2 1d8 vs 3 targets (35 damage total, 27 against primary target, 4 against 2 others Auto + push 5 feet AoE)
Option 2 - 2/turn
4d8+14 and x2 2d8 vs 3 targets (47 damage total, 31 against primary target, 8 against 2 others Auto + push x2 5 feet AoE)