Ranger - Corsair (Patreon)
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Daring Commanders of the High Seas
Life on the ocean is never for the faint of heart, and a Corsair exemplifies the grit and discipline required to sail the open seas. Distancing themselves from their fellow rangers who prefer to remain on land, these maritime denizens instead hone their skills against water and wind. Keeping order no matter how perilous the situation, they captain their crews as well as their vessels to lands and riches untold.
Corsair Magic
When you reach a Ranger level specified in the Corsair Spells table, you thereafter always have the listed spells prepared.
3rd: Armor of Agathys
5th: Rope Trick
9th: Water Walk
13th: Control Water
17th: Steel Wind Strike
Sea Faring
3rd level Corsair feature
A hard life on the seas has sharpened your senses and your skills. You gain proficiency with Navigator’s Tools and Vehicles (water). You can use your Wisdom modifier for any ability checks with these skills.
Additionally, while not wearing heavy armor or a shield, you have a swim speed equal to your walking speed, and you gain a +1 bonus to your AC.
Captain’s Call
3rd level Corsair feature
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
Additionally, as a bonus action you can direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack against a target within range. If the target is marked by your Hunter’s Mark, the creature deals the spell’s extra damage to the target. You can use this feature a number of times up to your Wisdom modifier per short or long rest.
Mouth of a Sailor
7th level Corsair feature
At 7th level, your command of coarse language shocks and rattles your enemies. As an action, choose a number of creatures up to your Wisdom modifier within 30 feet of you who can hear you. Each target must make a Wisdom saving throw against your spell save DC. On a failed save, the target takes 1d10 psychic damage and has disadvantage on the next D20 test they make within the next minute.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Emergency Tactics
11th level Corsair feature
At 11th level, your experience at sea has taught you to turn adversity into opportunity.
When a creature hits you with a melee attack, you can use your reaction to perform one of the following actions:
Stand On. You gain a bonus to your AC equal to your Wisdom modifier until the start of your next turn, including against the triggering attack.
Give Way. You can move up to your movement speed without provoking opportunity attacks.
All Hands on Deck
15th level Corsair feature
At 15th level, your mastery of self and crew is second to none.
When you roll initiative, so long as you are not surprised or incapacitated, you can use your reaction to increase the initiative roll of a number of creatures up to your proficiency bonus within 30 feet of you by your Wisdom modifier (including yourself). The walking speed of all chosen creatures is also increased by 10 feet until the end of the first round of combat.
Once you use this feature, you can’t do so again until you finish a long rest.