Ranger - Wayfarer Conclave

by GhostOfKings

Search GM Binder Visit User Profile

Wayfarer Conclave

Born to the Sea

Starting when you choose this subclass at 3rd level, you gain a swimming speed equal to your walking speed. Any effects that would give you a swimming speed instead increases this speed by 10 feet.

Crashing Waves

Additionally at 3rd level, you can use the tireless force of the ocean to move your enemies around the battlefield. You gain the following benefits:

  • When you deal damage with a melee weapon attack, you may push the target 10 feet away from you.

  • As part of the Attack action on your turn, you may first pull a creature 10 feet closer to you and then make a melee attack against them.

You can use either of these benefits only once per turn, and can only move creatures that are Large or smaller.

Oceanic Magic

Also at 3rd level, you learn the shape water cantrip if you don't already know it. You also learn additional spells when you reach certain levels in this class, as shown below. Each counts as a ranger spell for you, but doesn't count against the number of ranger spells you know.

Oceanic Spells
Ranger Level Spell
3rd shape water, create or destroy water
5th misty step
9th freedom of the waves
13th storm sphere
17th far step

Temperment of the Sea

Beginning at 7th level, you can channel the everchanging nature of the sea for a short time. As a bonus action, you assume one of the following forms for 1 minute:

  • Wrathful Sea. Your attacks deal lightning damage instead of their normal type, and ignore resistance to lightning damage. In addition, whenever you move a creature, they take 1d8 lightning damage.

  • Playful Sea. Your speed increases by 15 feet, and the amount of distance you move creatures with spells or Crashing Waves is doubled.

  • Calming Sea. For the duration, whenever you restore hit points or gain temporary hit points, a number of creatures equal to your Wisdom modifier within 30 feet of you regain half as many hit points or gain half as many temporary hit points.

You can assume a form a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Mighty Waves

At 11th level, your Crashing Waves become more powerful in the following ways:

  • The distance you move creatures is increased to 20 feet.

  • You can now move Huge or smaller creatures.

  • When you move an enemy, you can also move your allies. Choose an ally that was within 5 feet of the target you moved. That ally may use its reaction to move up to half its speed without provoking attacks of opportunity.

Ebb and Flow

When you reach 15th level, your mastery over the sea has reached its peak. When you roll initiave, you may create a series of waves that shape the battlefield. Each creature of your choice within 60 feet of you is moved as if pushed or pulled by Crashing Waves, and then makes a Strength saving throw against your spell save DC or becomes prone. Allies in this area may instead move up to their walking speed, and gain temporary hit points equal to your level.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.