Ranger
Base Class: Ranger

Deepwalker rangers train underwater to perfect their aquatic combat skills. They often find themselves fighting against aquatic monsters such as sahuagin or merrow.

Aquatic Combat Training

Starting at 3rd level, you gain a swimming speed of 30 feet, and you can hold your breath for a number of hours equal to your Constitution modifier.

Deepwalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown on the Deepwalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know

Ranger Level: Spell

3rd: Create or Destroy Water

5th: Protection from Poison

9th: Wall of Water

13th: Watery Sphere

17th: Maelstrom

Deep Strikes

When you reach 3rd level, your weapon strikes carry the power of the sea. Once per turn, you can push a creature up to 10 feet away from you when you hit it with melee attack.

Protection of the Sea

When your reach 7th level, you can draw upon the plane of elemental water for protection. When you drop to zero hit points for the first time after a long rest, you gain the effects of the Warding Wind spell. While in the area of the spell, you and creatures friendly to you have advantage on death saving throws.

Aquatic Commander

When you reach 11th level, you can cast Dominate Beast at will, but only on a creature that has a swimming speed. Once you target a creature with this ability, you cannot do so again until you finish a long rest

Ocean Warrior

Starting at 15th level, the ocean gives you a magical layer of defense against some attacks. You have resistance to fire, lightning, and cold damage. While underwater, you have immunity to fire damage.

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