Base Class: Ranger
Trench Dweller Rangers are members of an ancient, secret, and mysterious Ranger archetype. Trench Dweller's are explorers in the deep parts of the world, protecting the realm from the terrors in the deep sea (some are terrors themselves). Trench Dwellers are shy, and reclusive wanderers and are more fond of the company of deep sea creatures than other humanoids.
Aquatic Explorer
Starting at 3rd Level you have become adapt at surviving in, and even thriving in the deepest parts of the ocean. You gain a Swimming speed of 40 Ft, and can breather air, and water. If you already have an ability that grants you a swimming speed, you can increase that swimming speed by 30 Ft. In addition you gain darkvision out to a range of 120 Ft, If you already have darkvision its range increases by 120 Ft.
Call of the Sea
Starting at 3rd level you have become completely immersed in the nature of the ocean, and can use that connection to call creatures of the sea to your aid. You can speak telepathically with any creature with an innate swimming speed, in addition you have advantage on any Wisdom Animal handling checks targeting a creature with an inmate swimming speed. In addition as an action you can summon a Beast of the Sea, as detailed on page 61 in Tasha's cauldron of everything to aid you in combat or exploration, this beast takes its turn in combat immediately after you, It can move or take the dodge action on it's turn, unless you use a bonus action to either telepathically (out to a range of 1 mile), or verbally command it to take a different action, you can also see through this creatures eye's. You can summon this creature for up to 5 minutes, a number of times equal to your proficiency bonus, you regain all expended uses when you finish a long rest.
Trench Dweller Spells
You learn additional spells when you reach certain levels in this class, as shown below. These spells count as ranger spells for you but do not against the total number of Ranger spells you can learn.
3rd (Ranger Level): Thunderwave, Create or Destroy Water
5th: Silence
9th: Invisibility, Sleet Storm
13th: Control Water
17th: Cone of Cold
Watery Void
By 7th Level, you have learned how move in mysterious and unforeseen ways. Once on each of your turns immediately after you hit a creature with a melee or ranged weapon attack you can teleport to an unoccupied space within 30 feet of you, if you are fully submerged in water the range of this ability becomes 90 feet.
Sea Beast
By 11th level you have learned how to improve your call of the sea ability. Whenever you command your beast of the sea from the call of the sea ability to attack it can make 2 attacks instead of one. Your beast can also now swim in the air as if it were water up to 5 feet above the ground.
Water Coat
Starting at 15th level your bond with the sea grows strong enough for it to aid you in your attacks. as a bonus action you can coat a weapon or piece of ammunition with freezing water until the end of your turn, for the rest of your turn (maximum of once) when you hit an enemy with a weapon attack using a coated weapon or piece of ammunition you can subject that creature to a Constitution saving throw using your spell save Dc, on a fail the enemy is frozen in ice for up to 3 turns. being frozen in ice is equivalent to being subjected to the paralyzed. at the start of every turn the a creature spends in the ice they take 5 cold damage, and must use their action to make a DC 20 strength athletics check to try to break out of the ice. You can use this ability a number of times equal to your proficiency bonus per long rest.
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Posted Jul 21, 2021Enjoy my version of a watery ranger.