Tidal Hunter

Tidal Hunters are a special breed of rangers who roam the wide oceans and deep lakes, as they seek to live off and learn from the greatest force of nature.   Whether dedicated to protecting the seas from pirates or aberrant threats, or hunting for their own personal white whale, a tidal hunter is like water; flowing, crashing, always on the move.   These hunters specifically draw power not just from the waves themselves, but also the powerful predators that live there, becoming master fishers and hunters of monsters beneath the swells.   With these abilities, it’s no surprise that Tidal Hunters focus on aquatic environments for their favoured terrain.  

Tidal Hunters around the Azure Sea

Rangers who follow the Tidal Hunter archetype are not uncommon around the waters of The Azure Sea. Many small coastal settlements may have Tidal Hunters amongst their populace, experts who can provide and protect their neighbours.   The balance of the sea is important to Tidal Hunters, and they are often more loyal to the waves than to organisations such as the Hold of the Sea Princes or the Imperial Navy.  

Expanded Spell List

Level Spells
3rd create or destroy water
5th blur
9th slow
13th control water
17th destructive wave
The Tidal Hunter is based on original work by Eventyr Games.

Tidal Hunter by Unknown

Class
Ranger

Tidal Hunter


Tidal Hunter Magic. (Level 3+)
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Expanded Spell List opposite. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Deep Diver. (Level 3)
When you choose this archetype at 3rd level, you gain darkvision out to a range of 60 ft. If you already have darkvision from your race, its range increases by 30 feet. Additionally, you gain a swimming speed equal to your walking speed, and you can hold your breath twice as long as normal.

Tide Bringer. (Level 3)
At 3rd level, your attacks bring on a tide of pain for your enemies. When you hit a creature with a weapon attack, you can choose a number of creatures that you can see up to your Wisdom modifier (minimum of 1). Each of these creatures deal an additional 1d6 damage the next time they hit that target with a weapon attack, until the start of your next turn.

Flowing Tide. (Level 7)
At 7th level, you have learned how to evade capture like the receding tide. You gain advantage on saving throws and ability checks made to resist or escape being restrained or grappled, and you can take the disengage action as a bonus action.

Crashing Wave. (Level 11)
Starting at 11th level, you learn how to crash through your foes like a wave on a rocky shore. As an action, move up to your move speed in a straight line, ignoring difficult terrain. This movement doesn't provoke opportunity attacks, and you can make a single melee weapon attack against each enemy creature that is within your reach at any point during this movement. If you are wielding a melee weapon in your off­hand, you can use your bonus action to make an additional melee weapon attack with that weapon against one of the creatures.


Cover image: Classes by Kazunori Aruga

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