Navigator

A navigator, as might seem obvious is a master of navigation. As navigators they have a selection of specialized weapons for their style. Some tricky navigators choose to defend themselves with  simple daggers like thieves. Other more climate oriented navigational experts use bo staff like weapons to produce their own weather phenomena. A navigator can take a sneaky approach, moving tactical and efficiently even being able to directly steal things from people without notice. They can focus on the weather part of navigating which means they can improve their staff and literally control the weather. Finally they can stick to just the navigational aspect which means they know in some cases exactly what will happen on seafaring adventures, being able to predict interactions on the water and map out their path to such a degree that they are at an advantage like a local of the area.

As a navigator you mostly sacrifice your self defense for the sake of an overall more well understood adventure. You might not be on the frontlines in many battles but you can ensure a safe or especially exciting time out on the waves for you and your friends to benefit from. No one makes it to their destination without directions. If you’d like to make it to the end of the world or maybe even beyond that, be a navigator.

Class Overview

LevelProficiency BonusFeaturesWeather Balls (optional)
1+2Nautical Knowledge, Thievery / Meteorology / Navigation2
2+2N/A4
3+3Nimble, Agile Fighting / Invoking the Elements / Tidal Awareness6
4+3Stat Increase8
5+4Assassination / Climatology / Exploration10
6+4Stat Increase12
7+5Pickpocket / Atmospheric Destruction / Re-Direction14
8+5Stat Increase16
9+6N/A18
10+6Stat Increase, Thief in The Night / Unnatural Disaster / Global Positioning System20

Class Features

Hit Points

  • Hit Dice: 1d6 per level for first three levels, then 2d6 per level.
  • Hit Points at First Level: 6 + Your Con mod
  • Hit Points at Higher Levels: 6 + Your Con mod until level 3, then 12 + Your Con mod.

Proficiencies

  • Armor: Light and Medium Armor
  • Weapons: Simple Weapons, Martial Weapons (Finesse)
  • Saving Throws: Dex + Int
  • Skills: Acrobatics, Arcana/Nature choose one), Sleight of Hand, Stealth

Equipment

  • (a) a Staff or (b) any Finesse Martial Weapon
  • (a) two Daggers or (b) any Simple Ranged Weapon
  • an Explorer’s Pack and a Burglar’s Pack

Level 1 Abilities

Nautical Knowledge

  • Everywhere you go, you can create an exact map of locations you’ve been.
  • If you have a compass and a map of your location and the location you’re going, you can navigate to that island.
  • You can always tell where each cardinal direction is when outside. 

Level 1 Options

Thievery
  • You are proficient in Stealth checks in or out of combat.
  • You deal an extra your Navigator level d6’s on top of your normal damage if you have advantage on the attack once a turn.
Meteorology
  • You are proficient in Nature checks in or out of combat.

If you have a Staff, you can produce a number of 5 foot diameter balls or Cold, Heat, or Lightning equal to two times your level once a turn. You can send them out a maximum of 15 feet, and it is an AC check when hitting a creature. The To Hit of the Weather Balls corresponds to the To Hit of the Staff itself.

If a Cold Weather Ball hits a creature, their movement is lowered by 15 until the end of their next turn. This effect does not stack.

If a creature is hit by a Heat Weather Ball, they have disadvantage on their roll.

If a creature is hit by a Lightning Weather Ball, they take 2d6 + Int lightning damage.

Navigation
  • You are proficient in Insight checks in or out of combat.
  • Over the course of an hour with a pose to an island, you can triangulate where the island is and associated things. You can only focus on one island at a time.

Level 3 Abilities

Nimble

As a reaction on a melee attack, you can make the creature reroll. If they miss you, then you are able to take your entire movement as a free action.

You can use this a number of times equal to your proficiency bonus.

Level 3 Options

Agile Fighting
  • Weak Point. As a bonus action, you lock on to a target within sight until they are incapacitated, dead, or the battle ends. During that time, you have advantage on that creature, but every other creature has advantage on you.
  • Evasive. You can take the dash, disengage, and dodge actions as bonus actions a number of times equal to your Navigator level a short rest.
Invoking The Elements
  • Mirage Tempo. As an action, you send out two Cold Weather Balls at once to create a mirage. The mirage is in the image of something within 15 feet of where you place it. When something comes into contact with it, it dissapates. Creatures with lower than a 15 passive perception must make a DC 15 perception check or believe the mirage to be real.
  • Gust Tempo. As an action, you send out two Heat Weather Balls at once to blow hot air. You point the tip of your weapon out and shoot out a gust of air in a 10 ft by 30 foot cylinder. Every creature inside makes a dex saving throw against your int score or be pushed back 30 feet and take 3d6 + Int mod. You can alternatively use this on your turn on an action to give yourself both the effects of Dash and Disengage.
  • Thunder Charge. As a bonus action, you use two Lightning Weather Balls at once and stick them to the ends of your Staff. You can activate the latent electricity to deal an extra 3d6 thunder damage on every attack, but take 2d6 thunder damage if you miss.
Tidal Awareness
  • You can increase or decrease the amount of Sea Events in between islands by half your Int mod rounded down.
  • Once you arrive to an island, you can study the terrain and environment for an hour to know the location of all places easily seen, as well as gaining a +1 to your Int and Wis mod to a max of 30 while on the island.

Level 5 Ability Options

Assassination
  • You deal an extra your Navigator level d8’s on top of your normal damage if you have advantage on the attack once a turn.
  • If you deal more than 9 times your navigator level on your turn, you can either take you max movement speed or take the Hide action as a free action at the end of your turn.
Climatology

Your Cold balls now lower AC by 2 when hitting a creature, your Heat balls now deal 4d6 + Int mod fire damage, and your Lightning balls now deal 6d6 + Int mod lightning damage.

If you use two Heat and one Cold Weather Balls at once, you make an upgraded mirage. The mirage can now be anything you can think of, as well as the mirage appearing somewhere within 20 feet of you taking up a 10 foot radius.

As an action, if you expend two Heat and two Lightning Weather Balls, you create a massive raging fire in a 20 foot diameter somewhere within 50 feet of you. Every creature in the area must make a Dex saving throw or take 9d6 + Int mod fire damage, or half as much on a successful save.

As a bonus action, you send out a lightning ball, a cold ball, and a heat ball to create a chain of dark clouds from your Staff. Your next weapon attack deals an extra 7d6 lightning damage. That damage can chain to other hostile creatures within 5 feet of the first creature hit.

Exploration
  • Over the course of 20 minutes with a pose to an island, you can triangulate where the island is and determine the sea events to the island. You can only focus on three islands at a time.
  • When a sea event happens when going to the island you have triangulated, you can determine which sea event user.

Level 7 Ability Options

Pickpocket

As an action, you make a stealth check against a creature’s perception check within 5 feet of you (if you are hidden, you have advantage). If you succeed, you can take two small sized objects or one medium sized object from the creature. If you succeed by more than 5, you can take up to half your movement away from them. If you succeed by less than 5, the creature is made aware of you.

Atmospheric Destruction

As an action, you conjure a huge storm cloud and a humongous yellow lightning bolt streaks down somewhere within 75 feet of you with the radius of the effect being 15 feet. The damage dealt is 25d6 distributed to the amount of people in the radius.

You can only do this once per long rest.

Re-Direction

As a reaction against a creature attempting to hit you with a melee attack, you can force them to make an Int saving throw against your Intelligence mod + 10. If they fail, they must redirect the attack to the nearest hostile creature to you. If they succeed, they must redirect their attack to the nearest creature within 5 feet of you. If there isn’t one, it still hits you.

Level 10 Ability Options

Thief in The Night
  • If you have surprise on a creature, your Navigator attack is unreactable.
  • You have advantage on attacks on a creature if there is an allied creature within 5 feet of them.
  • You deal an extra Your Navigator level d10’s on top of your normal damage if you have advantage on the attack once a turn.
  • Any stealth check you roll lower than a 9 becomes a 10.
Unnatural Disaster
  • You can control simple weather events, such as light rain or how cloudy it is once a day.
  • As an action once a day, you summon an extreme weather event, such as acid rain, a large tornado, etc with a radius of 30 feet. No matter what type of event it is, it deals 10d6 per turn it stays active, and it is concentration to maintain. Any other effects are determined by the GM depending on the weather event.
  • The Electrical Attunement damage increases to 6d6 thunder damage.
Global Positioning System
  • Every single island you go to adds either a +1 to your Int or a +1 to your Wis to a maximum of 25 in each.
  • You can accurately make a map of every geological or nautical event, like islands, the Calm Belt, etc of everything you have seen.
  • There is no limit to the amount of islands you can triangulate with Exploration or Navigation.