Ranger
Base Class: Ranger

Land is the domain of many Rangers, with forests, the Underdark, and even entire planes providing them with their magical and martial prowess. But far from the mainland and the planes of supernatural power… The deep, seemingly endless expanse of the ocean lies. And that vast, unknown, mysterious territory is where the Waverunners have dominion. Whether their aquatic experience comes from living off of the beaches bordering land and sea, sailing the oceans of the material realm, trading and living with tritons and mermaids, or even drifting about the elemental plane of water- Waverunners are the masters of the shifting tides and raging waves.

 

These rangers are free spirits, often enjoying the quiet song of the waves, and relishing in the company of aquatic beasts rather than that of other people. But when their watery home is threatened, or the waves no longer flow with the rhythm that nature intended, they may leave their isolated life and, for a brief moment, rejoin society to protect their beloved ocean.

Waverunner Magic

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

 

Waverunner Spells

ranger Level

Spells

3rd

shape water , create or destroy water

5th

misty step

9th

wall of water

13th

control water

17th

maelstrom

Maritime Stride

At 3rd level, your connection to the ocean and it's water has trained you, both physically and magically, to traverse it. You  have the following features:

 

  • You gain a swimming speed of 40 feet, replacing your race’s swim speed unless it is higher than this one.
  • you increase the amount of time you can hold your breath underwater additional minutes equal to your proficiency bonus

 

you can walk on water as if under the effect of the Water Walk spell. 

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Aquatic Assault

At 3rd level, you can manipulate your weapon with the raging strength of the tides. You can use an action to make an attack, if the attack hits the creature takes an extra 1d6 of bludgeoning damage, and you can force them to make a strength saving throw equal to your spell save DC, if they fail they are launched back 10 feet.

The damage increases to 2d6 and the distance increases to 20 feet at 11th level.

riptide

Once you reach level 7, you can create magical currents of water that flow with the fury of a riptide. Within 30 feet of you, as an action, you can create a magical riptide in a 10-foot cube within range. you can create one riptide per turn, however, you can only have one riptide up at a time. If any non-willing creature enters the riptide, they must make a Strength saving throw equal to your spell save DC, being launched 10 feet in the air and falling prone when they impact a surface on a fail(additionally taking fall damage), or being launched half the distance and not being knocked prone on a success. The Riptide lasts for a minute or until it is dispelled as an action, or you create a new riptide.

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against being frightened.

Tide Tether

At level 11, your connection to the water has become literal, as you can transform parts of your body into seawater. You gain the following two actions that can be used once per turn:

 

  • You can use an action to transform your hand(s) into water and create a tether on any melee weapon(s) you are wielding and make attack(s) against a creature. The reach of the attack(s) is increased by 5 feet, however your attack cannot benefit from aquatic assault, but it can benefit from dual wielding.
  •  You can use your action to transform a part of your body, such as a finger, into water and create clones of ammunition out of said water. Aside from the base attack, you make attack rolls against all creatures within a 15-foot cone originating from you, and in the direction of the attack you make, the damage they take would be the same as the normal weapon.
Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Hurricane

Once you reach 15th level, you can make your riptides explode with the fury of a hurricane. You can create a second riptide. Additionally, as an action, or when the riptide ends, you can choose to detonate one of your existing riptides, doing this destroys your riptide. All creatures within 30 feet of the detonated riptide must make a dexterity saving throw against your spell save DC, taking 8d6 bludgeoning damage and being knocked back 10 feet on a fail, or taking half damage and not being knocked back on a success. 

You can use this feature once before a long rest.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.