Base Class: Ranger
Marine Outriders hold fast to the water, never fearing her mighty and murky embrace. To live and die by the sea is their mantras.
Rangers of this archetype have been known to outswim even the swiftest of fish to catch their breakfast, and have brought up sand from the seafloor to test their mettle. A Marine Outrider found ashore is best to be avoided, for they're almost certainly in a foul temper from being away from their home. Rarely are they found far inland, unless something is threatening their call from the deep.
Marine Outrider Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Marine Outrider Spells table. Each spell counts as a Ranger spell for you, but does not count against the number of Ranger spells you know.
| Ranger Level | Spell Learned |
| 3rd | Fog Cloud |
| 5th | Warding Wind |
| 9th | Wall of Water |
| 13th | Control Water |
| 17th | Control Winds |
Marine Training
At 3rd level, your time in the water has granted you superior lung capacity.
You can hold your breath up to 10 minutes, and gain a swimming speed equal to your walking speed. If you gain a swimming speed from another source, it is added to the swimming speed granted by this feature.
Calypso's Call
At 3rd level, when you call to the sea, she calls back to you.
When you lose concentration on a spell granted by this archetype, you can choose to release control on that spell. A spell released in this way does not require your concentration, but is also no longer under your control. At the end of each of your turns, roll 1d4, and consult the Calypso's Whim Table to determine what the spell does.
Calypso's Whim
| Spell | 1 | 2 | 3 | 4 |
| Fog Cloud | Spell Ends | Expands 10 ft. | Shrinks 10 ft. | No Effect |
| Warding Wind | Spell Ends | Expands 5 ft. | Shrinks 5 ft. | No Effect |
| Wall of Water | Spell Ends | Wall Freezes/Melts if Frozen | Wall Freezes/Melts if Frozen | No Effect |
| Control Water | Spell Ends | Shifts to next listed mode | Shifts to previous listed mode | No Effect |
| Control Winds | Spell Ends | Shifts to next listed mode | Shifts to previous listed mode | No Effect |
Ocean's Bounty
At 7th level, your hearty lifestyle has granted you a robust disposition.
You gain proficiency in Constitution saving throws.
Ebb and Flow
At 11th level, your strikes flow like a river and crash like the tide.
When you deal damage with a weapon attack, you can force your target to make a Dexterity saving throw against your Spell Save DC. On a failure, you choose an effect from the list below:
- The Target is pushed 10 ft. away by a torrential spray.
- The Target is knocked Prone by a downforce of spray.
- Pressurized water cuts across the target, dealing an extra 2d4 slashing damage.
You may only use this feature once on each of your turns.
Cull of the Tides
At 15th level, the sea welcomes you like her own child.
Creatures you designate may ignore the effects of your Marine Outrider spells.
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