Ranger
Base Class: Ranger

Rangers are adapted to all sorts of climates, from the land to the sky to the Underdark to the Feywild, the sea is simply one of those. Seafarers use their skills and knowledge of the water to defeat monsters and keep the seas safe from anything that poses a threat to the good of the ocean.

Bonus Proficiencies

When you take this archetype at 3rd level, you gain proficiency with water vehicles and the navigator's tools if you don't them it already.

Seafarer Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Seafarer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Seafarer Spells

 

RANGER LEVEL SPELL
3rd chromatic orb
5th gust of wind
9th gaseous form
13th control water
17th cloudkill

Natural Explorer Update

Starting at 3rd level, in addition to whatever favoured terrain types you have selected for Natural Explorer in the Player's Handbook, you also gain the same benefits for water. This applies both when underwater, and when sailing or moving on top of water using a water vehicle or other method of moving on water.

Strong Swimmer

Having spent a lot of time on the water, you are as adept at traversing it as you are with the land. Starting at 7th level, your swimming speed now equals your walking speed, rather than being half of it. In addition to this, you have advantage on all Strength (Athletics) checks that involve swimming. You can also breathe underwater for a number of minutes equal to 2 + your Constitution modifier.

Sea Stopper

You are skilled in dealing with monsters that approach from the sea. Starting at 11th level, when a creature with a swimming speed that is at least partially in water attacks you or another creature within 5 feet of you, you can use your reaction to make an Attack action against it. If your attack hits, the target's speed becomes 0 for the rest of its turn.

Aquatic Killer

You know so much about creatures from water, and you have become so adept at dealing with them, that monsters from the sea don't bother you. The following effects apply to any creature with a swimming speed at least partially in water. Starting at 15th level, you have advantage on all attack rolls to hit it, you cannot be frightened by it by any means, and you have advantage on all saving throws against being grappled by it and escaping any grapples with it.

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