Oceanic Scout

The Oceanic Scout are a group of Tritons that specialize in patrolling the open seas for signs of evil beings of Elemental Water. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to characters of the ***Triton*** race.

## Class Features

Oceanic Scout Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Fluid Motions

Most Tritons find it difficult to adapt to life out of water, yet select individuals are capable of adapting to this new environment with surprising ease. By weaving your elegant swimming motions into the heat of battle, you can duck around swinging blades as easily as a fish glides through the waves. You gain a bonus to your AC equal to your Oceanic Scout level as long as you are not wearing heavy armor, you also become proficient in the Acrobatics skill. If you are already proficient in Acrobatics, you gain proficiency in Athletics instead; if you are proficient in both Athletics and Acrobatics, you gain proficiency in Dexterity saving throws.

### Swift Swim

The need to cover as much distance as possible when patrolling the open ocean translates to swimming abilities that far exceeds most others of your kind. Your swimming speed increases to 50 feet, and you can use the Dash action as a bonus action while underwater.

### Aquatic Awareness

Your experience in dealing with the servants of the Evil Elemental Water has granted you the uncanny ability to pick up on their presence over vast distances. While underwater, you can use an action to scan the waters in a 1-mile radius around you for the presence of the following creature types for 10 minutes: aberrations, dragons, elementals, fey, fiends, and undead, you also sense the presence of any Merrow and/or Sahuagin in that area. This feature doesn't reveal the creature's location, nor does it reveal the identity of the creature (e.g. you may detect a fey creature, but you do not know if it is the Sea Hag plaguing the local area).

### Ocean's Call

You have an intrinsic connection with the world's oceans that you can call upon its might in your hour of need. Once per day, you can use an action to create a 30-foot radius sphere of water centered on you for up to 1 minute or until you are knocked unconscious or dismiss it as a bonus action, the water created this way stays suspended around you and moves with you (you can swim upwards and essentially use it to fly). When this sphere of water appears, you can choose to engulf or push aside creatures that occupies the space that the water would take up, creatures engulfed in the sphere must hold their breath if they cannot breathe underwater, furthermore, as an action on each of your turns while this sphere lasts, you can force an engulfed creature to make a DC 12 Strength save, on a failure they take 6d6 bludgeoning damage and lose all their movement until the end of their next turn; creatures engulfed in the sphere of water can exit it by swimming out of its area. If you use this feature while within 1 mile of any river, lake, or ocean, the size of the sphere increases to 50 feet; if you use this feature while submerged in a body of water that is at least 100' long in all of its dimensions, the size of the sphere increases to 100 feet, and instead of creating the watery sphere, you simply take control of all water within 100 feet of you.