Base Class: Ranger
A ranger that gains their magic from the spirits of the river
River Guide Spells
At 3rd level, player gains extra spells
River Guide Spells
Ranger Level Spells
3rd Create or Destroy Water
5th Blur
9th Tidal Wave
13th Control Water
17th Maelstrom
Aquatic Quiver
Also at 3rd level, Player gains a magical quiver that can store X Water Arrows, where X is twice your Proficiency bonus modifier. Player gains a water arrow if player casts a spell that can Influence water. These arrows are magical, deal the same amount of damage as a regular arrow, but they can pierce through creatures. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Each creature hit with water arrows have their movement speed reduced by -5 ft. In addition:
• If you use hunter's mark and it deals damage to a creature marked, any creature hit from the first target by using water arrows, it deals that much damage to all pierced creatures.
• Difficult waters doesn’t slow your group’s travel.
• When you forage near a river, beach, lake, creek or bog, you find three times as much food as you normally would.
Water Ward
Starting at 7th level, you are able to manifest a swirling vortex of water around your body, manipulating it to defend yourself from harm.
You can use a bonus action to activate your Water Ward, which lasts for 1 minute. It ends early if you are incapacitated, if you wear medium or heavy armor, or don a shield. You can also dismiss the water at any time you choose (no action required).
While your Water Ward is active, you gain the following benefits:
• You gain a bonus to your AC and Dexterity saving throws equal to your Wisdom modifier (minimum of +1)
• You are considered to be fully immersed in water, and have resistance to fire damage.
• While in this state, you can constantly pull out a water arrow from your ward. You can use this feature twice. You regain all expended uses of it when you finish a long rest.
Aquatic Insulation
At 11th level, Your defensive ward grows in power to absorb some of the damage inflicted upon you. When you activate your Water Ward, and at the start of each of your turns while it is active, you gain temporary hit points equal to your Wisdom modifier (minimum of 1).
You also have become acclimatized to the chilling effects of water. You gain resistance to cold damage. If Player has already resistance to cold damage, that player halves the damage from cold damage, taking only 1/4 of the damage dealt this way.
Furthermore, you add the water breathing spell to your ranger spell list, if it is not there already. You can cast water breathing once without expending a spell slot. When you do so, you can target only yourself.
Reinforcing Waters
At 15th level, When any ally starts their turn within 30 feet of your Water Ward form, that ally gains a number of Temporary hit points equal to your Wisdom modifier + Proficiency bonus modifier.
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