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Mariner

The Mariner is a sea-faring warrior who wields a massive anchor as their primary weapon. Born from a deep connection to the ocean, Mariners harness the power of the sea to control the battlefield and defeat their foes. With a combination of powerful ranged attacks, skilled maneuvering, and a profound resilience, Mariners excel in both naval and terrestrial combat scenarios.
hit dice: 1d10
hit points at 1st level: 1d10 + Con
hit points at higher levels: 1d10 + Con
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons, Anchors
tools: Navigators Tools
saving throws: Strength, Constitution
skills: Choose two from Athletics, Acrobatics, Perception, Survival, and Intimidation
starting equipment:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a dungeoneer's pack or (b) an explorer's pack
A set of navigators' tools and a trophy from a fallen sea creature (such as a tooth or scale)
spellcasting:
class features:

Mariner Features:

Anchor Toss: At 1st level, you gain the ability to hurl your anchor at enemies. As an action, make a ranged attack with your anchor. The range is 20/60 feet, and on a hit, the target takes 1d8 bludgeoning damage plus your Strength modifier. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You can use your Strength or Dexterity for the attack and damage rolls.   Anchor Retrieval: Starting at 2nd level, you can magically summon your anchor back to your hand as a bonus action. This ability becomes more potent at higher levels, allowing you to retrieve the anchor even if it is embedded in a surface.   Sea's Resilience: At 6th level, you gain advantage on saving throws against being restrained or grappled. Additionally, as a reaction when you are hit by a melee attack, you can evoke the power of the sea to push the attacker away. The attacker must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the attacker is pushed 10 feet away from you and knocked prone. Once you use this feature, you can't use it again until you finish a short or long rest.   Whirling Anchor: At 10th level, you can make a special attack using your anchor, targeting all creatures in a 10-foot radius. Make a separate attack roll for each target. On a hit, each target takes damage as if you had hit them with your Anchor Toss.   Anchor Mastery: At 14th level, your mastery over the anchor is unmatched. The critical range for attacks with your anchor expands by 1, meaning you score a critical hit on a roll of 19 or 20.   Tempest's Wrath: At 18th level, you can harness the power of the sea to enhance your attacks. Once per long rest, when you make an Anchor Toss, you can choose to deal an additional 4d8 lightning damage. This damage increases to 6d8 if the target is in contact with water.
subclass options:

1. Stormcaller

Chain Lightning: At 3rd level, your Anchor Toss gains the ability to arc between multiple foes. When you make a successful ranged attack with your anchor, you can choose a second target within 10 feet of the original target. The second target takes half the damage of the original target. This ability increases to two additional targets at 7th level and three additional targets at 15th level.   Tempestuous Defense: At 7th level, you gain the ability to call upon the storm to shield you from harm. When you are hit by an attack, you can use your reaction to gain resistance to the triggering attack's damage type until the start of your next turn.   Storm Surge: At 15th level, you can channel the power of the storm through your anchor. Once per long rest, when you make an Anchor Toss, you can choose to deal an additional 4d8 lightning damage. This damage increases to 6d8 if the target is in contact with water.  

2. Sentinel of the Depths

Anchor's Grasp: Starting at 3rd level, when you successfully hit a target with your Anchor Toss, you can use a bonus action to attempt a grapple against that target. If successful, the target is restrained until the grapple ends, and you can choose to move with the grappled creature as if it were a size category smaller.   Depth Stride: At 7th level, you gain the ability to move effortlessly through water. You gain a swim speed equal to your walking speed, and you can breathe underwater. Additionally, you can move through difficult terrain caused by water without expending extra movement.   Tidal Fury: At 15th level, you gain advantage on all melee attack rolls against creatures that are restrained. Additionally, when you successfully grapple a creature using your Anchor's Grasp feature, you can choose to deal damage equal to your Anchor Toss damage at the start of each of the creature's turns while it remains grappled.  

3. Iron Tide

Reinforced Anchor: Starting at 3rd level, your anchor becomes a formidable weapon with added weight and durability. The damage die for your Anchor Toss increases by one size (e.g., from 1d8 to 1d10).   Ironclad Defense: At 7th level, you gain proficiency with heavy armor. While wearing heavy armor, you can add your Strength modifier to your Armor Class.   Unstoppable Force: At 15th level, when you successfully hit a target with your Anchor Toss, you can choose to forgo dealing damage and instead push the target up to 30 feet away from you. If the target collides with a solid object or another creature, it takes additional damage equal to your Anchor Toss damage.

Created by

Morgatron247.

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Class Features

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