Ranger Conclave - Corsair


Though many rangers find themselves in dense forests and denser jungles, Corsairs are rangers who take to the high seas, serving aboard vessels of both pirates and privateers alike. Expert sword-swingers and pistol-slingers, a corsair rushes into the midst of the enemy, taking pain for their allies and then lashing back out against their foes with equal measure.

At their highest peak, a Corsair's affinity with weather allows them to wrest control of it themselves.

Corsair's Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. You may Ritual cast any appropriate spells from this list.

Level Spells
3rd Create or Destroy Water, Zephyr Strike
5th Flock of Familiars, Skywrite
9th Create Food and Water, Tidal Wave
13th Control Water, Freedom of Movement
17th Cloudkill, Control Winds

Dive into the Fray

Corsairs are at their best when they're trading blows with the enemy. From 3rd level, so long as your movement is towards an enemy, your movement speeds are increased by 15ft. In addition, whenever a creature deals damage to you, you gain a +1 bonus to your attack and damage rolls against that creature until the end of your next turn. This stacks with itself.

Tools of the Sea

Also from 3rd level you gain proficiency in Navigator's Tools, Vehicles (Water), and have advantage on any Athletics ability checks relating to swimming, climbing, or remaining standing.

Firearms

As Rangers already gain proficiency with martial weapons, they should be treated as proficient with firearms as standard if they're available in the campaign - if standard proficiency is not a 'given' for martial weapons in your campaign however, Corsairs should also gain Firearm proficiency at 3rd level.

In the Thick of It

Fighting on a ship often means close quarters combat. From 7th level you do not suffer disadvantage when using a ranged weapon while a hostile creature is adjacent to you. In addition, you can ignore the Loading property on weapons.

Finally, when there are two or more hostile creatures adjacent to you, you have Advantage on all attacks you make.

High Weather Warrior

From 11th level after you deal damage with an attack, you gain 1d8 temporary hit points. While you have temporary hit points (from any source) you add your Dexterity or your Wisdom modifier (your choice) to all your saving throws.

Crow's Nester

At 15th level, you have advantage on Perception ability checks that rely on sigh. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

In addition, whenever you fail a saving throw against being Blinded, you instead pass the save. This feature does not convey immunity to the Blinded condition, however.

Finally, you add your proficiency bonus to Initiative rolls.

Storm Warning

Replaces Feral Senses

From 18th level you can cast the Control Weather and Storm of Vengeance spells once each, refreshing on a long rest, without providing any spell components.

You also no longer suffer from negative effects of natural inclement weather, such as rain or strong winds, as you are able to navigate them as effortlessly as they were a sunny day.

No Quarter

Replaces Foe Slayer

From 20th level after you roll Initiative, but before any turns begin, you can choose to grant yourself and a number of allies equal to your Wisdom modifier the effect of the Haste spell until end of the round.

This effect ending does not cause Lethargy as it normally would.