The Tide Farer
The Tide Farer is deeply attuned to the ebb and flow of the sea. Masters of coastal and aquatic environments, they possess an intimate knowledge of the tides, currents, and marine life. These skilled adventurers are at home on the shores, navigating treacherous coastlines and venturing into the depths of the ocean with ease. But even in the driest of deserts, will wash away their foes.
Tide Farer Magic
3rd level Tide Farer feature
You learn an additional spell when you reach certain levels in this class, as shown in the Tide Farer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Tide Farer Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Create or Destroy Water |
| 5th | Rime’s Binding Ice |
| 9th | Tidal Wave |
| 13th | Control Water |
| 17th | Cone of Cold |
Might of the Tides
3rd level Tide Farer feature
As a bonus action on your turn, you summon a large body of water around you that follows you until the start of your next turn and encapsulates any space you occupy (minimum of 5 feet). While surrounded by water in this way, you gain the following benefits:
- You do not provoke attacks of opportunity.
- If you move towards an enemy in a straight line of at least 10ft, the first time you are adjacent to a creature of your choice they must succeed on a Strength Saving Throw or fall prone.
- Your attacks deal bonus cold damage equal to your Wisdom Modifier.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
One With Water
3rd level Tide Farer feature
You gain a swimming speed equal to your walk speed, and you can breathe underwater.
Undertow
7th level Tide Farer feature
Once per long rest and as a reaction to being Grappled, Restrained, Shoved, falling Prone or being reduced to below half your hi points, you immediately meld yourself into water and move up to half your movement speed. At the end of your movement, you return to your normal state and negate any negative conditions inflicted upon you in the last round.
Rip Current
11th level Tide Farer feature
Your ability to manipulate or create currents of water empowers you, when you hit a creature with an attack you can move that creature up to 10ft in a direction of your choice. If this forced movement would collide the creature with an obstacle, building or other creature they both take an additional 1d10 bludgeoning damage.
Gift of the Sea
15th level Tide Farer feature
While under the effects of your Might of the Tides feature, your movement speed increases by 10 feet and you have resistance to bludgeoning, piercing, and slashing damage.