Base Class: Ranger
Some rangers connection to nature are not limited to land. Marauders are at home in the ocean and have learned to use their connection with it to their advantage.
Marauder Magic
3rd Create or Destroy Water
5th Misty Step
9th Call Lightning
13th Watery Sphere
17th Maelstrom
Oceans Fury
At 3rd level, you can augment your weapon strikes with the power of the sea. As a Bonus Action, you draw moisture from the air and coat your weapon with a layer of water. The next time you hit that creature with a weapon attack, you deal an extra 1d6 bludgeoning damage. The target must also make a Strength Saving Throw against your Spell Save DC or be pulled or pushed 15 ft.
One with the Tide
At 3rd level, you gain the ability to communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. Your Swimming Speed increase to 30 feet and water doesn't count as difficult terrain for you.
Liquify
Starting at 7th level, you learn to become one with water. As an Action, you touch a willing creature and turn their body, along with any equipment you are wearing or carrying, into a puddle of water. In this form the targets movement is 40 ft on land 60 ft in water, the target can fit through a space as small as a millimeter wide. The target can spend 5 ft of movement to escape from nonmagical restraints or being grappled.
The target can use an Action to turn back into its original form.
Crashing Wave
Starting at level 11, you learn the ability to make a massive pulse of water on a point of your choosing. As an Action, you choose a point you can see within 90 ft and create a large pulse of water that crashes into your enemies. Each creature within 20ft of the chosen point must succeed on a Strength Saving Throw against your Spell Save DC or take 6d8 Bludgeoning damage and be knocked prone. If the creature succeeds they take half damage and are not knocked prone.
Marine Defense
At 15th level, your ability to partially turn yourself into water to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
You can use this ability 2 times per Long Rest
Comments