Mariner

Finally, as the oracles foretold, we bring you our first ranger, the fearsome Mariner! The set is complete, the seal is broken. We promise to remain (mostly) benevolent while we reign for the oncoming thousand years of darkness. We'll probably even keep making homebrew!

As for the Mariner itself, the archetype is aquatically themed, and plays a pretty strong combat-control game. A fisher of goblins and other beasties, this wily sailor is an expert at reeling in its enemies from range, and at higher levels, can then shred anything it pulls into its reach. In particular, the 11th level feature, Gut, is designed to work with not just the oceanic ranger's own harpoon tactics, but with any forced movement, making an excellent way to build powerful combat synergy into your party. A grappler, telekinetic, or other character that can drag or throw around enemies will make it easy for a Mariner to deal out some truly scary damage. 

The Sewerman has really outdone themselves with this one, which make sense; as the moistest of us, they are the most equipped to draw up a good aquatic archetype. Let us know what you think of it, and whether a particular class needs more of our attention. And, if you want to keep our nets full and be able to see all our content a week early, hit us up on Patreon! We'd love to hear from you here or there, however you please. Until next time!

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Mariner

The depths of the sea are often far from the concerns of land dwellers, despite the dangers that lurk in the darkest reaches of the ocean. Mariners seek to end these threats before they can reach those on the surface, keeping the horrors of the sea at bay with specialized techniques. For this reason, the work of a mariner may go unrecognized by civilizations beyond those of the merfolk, sea elves, and the tritons, despite the dangers involved in such vital responsibilities.

Mariner Magic

3rd-level Mariner feature

You learn additional spells when you reach certain levels in this class, as shown on 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 Spell

3rd create or destroy water

5th alter self

9th tidal wave

13th watery sphere

17th maelstrom

Bonus Proficiencies

3rd-level Mariner feature

You gain proficiency with water vehicles and navigator’s tools.

Tethering Weapon

3rd-level Mariner feature

Once per turn, when you hit with a ranged weapon attack that deals piercing damage, you can magically tether that creature to you. When a creature is tethered, that creature takes an additional 1d6 piercing damage, and you can use a bonus action on your turn to attempt to pull the creature up to 30 feet towards you if that creature is Large or smaller. In order to do so, you must succeed on a contested Strength (Athletics) check with the creature. The tether fades at the end of your turn.

Fisherman

7th-level Mariner feature

When you tether a creature, you can use a bonus action on your turn to strengthen the tether. If you do, it does not fade at the end of your turn, and the creature cannot move farther away from you without first succeeding on a contested Strength (Athletics) check with you. If the creature succeeds, the tether breaks and it can move freely.

Swift Swimmer

7th-level Mariner feature

You gain a swimming speed equal to your walking speed if you don’t already have one. If you already have a swimming speed, it instead increases by 10 feet.

Additionally, while you are swimming, you don’t provoke opportunity attacks.

Gut

11th-level Mariner feature

When a creature is moved against its will to a space within 5 feet of you, you can use your reaction to make a special melee weapon attack against that creature. You are proficient with this weapon attack, and you can add either your Strength or Dexterity modifier to its attack and damage rolls. On a hit, it deals 4d6 slashing damage.

Water Warrior

15th-level Mariner feature

You are adept at fighting both in and around water. You gain the ability to breathe underwater if you don’t already have it.

Additionally, you can use surrounding water to defend yourself from attacks. So long as you have at least a gallon of water or ice within 5 feet of you, you can cast the shield spell without expending a spell slot. If the attack was made with a weapon and it misses, you freeze the water and catch the ammunition or weapon in a sheet of ice for the next minute. A creature wielding a melee weapon caught in this way must succeed on a Dexterity saving throw against your spell save DC or the weapon stays trapped in ice. A creature can use its action to make a Strength (Athletics) check against your spell save DC, breaking the ice and freeing the weapon on a success.

You can cast shield in this way a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

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