Base Class: Ranger
Marsh Lurkers feel most comfortable in the embrace of water, be it fresh or salt. And they are not restricted to swamps, but can inhabit the area around any body of water, be it a secluded river valley or a mountain lake or the shoreline of an ocean. Eventually, the inherent magic of the world's waters affect the Ranger, eventually allowing them to live their entire lives under the water if they so choose. Marsh Lurkers would leave their water but rarely, perhaps driven to leave by natural disasters like flood or drought, or through the actions and consequences of so-called "civilized" society.
Head Under Water But I'm Feeling Fine
At 3rd level you gain the ability to hold your breath underwater an amount of minutes equal to 5 times your constitution modifier.
You also gain a swim speed 10 feet more than your normal movement speed.
Water Magic
At 3rd level and again at 5th, 9th, 13th, and 17th, you gain access to new spells. These spells are considered Ranger spells for you but don't count against the number of Ranger spells you know. When you gain access to each spell, you can cast it innately once without using a spell slot before you must take a long rest. You also gain access to the Shape Water cantrip at 3rd level.
3) Create or Destroy Water
5) Fog Cloud
9) Water breathing
13) Control Water
17) Maelstrom
Whelm of Protection
At 7th level as long as there is at least a quart of water within 15 feet of you you can use your reaction to manipulate it into a watery armor. The armor grants you resistance to bludgeoning, slashing, and piercing damage and immunity to fire damage. It also imposes vulnerability to lightning damage. The armor lasts until the start of your next turn and you can use it an amount of times equal to your Wisdom modifier.
At Home In The Deep
At 11th level you gain the ability to breathe underwater and your swim speed increases by 5 feet. You also gain the ability to cast a modified version of Find Steed to summon a watery animal companion no higher than CR1 such as a giant octopus, reef shark, giant sea horse, or constrictor snake. The animal is considered large enough for a medium creature to ride.
Regenerative Properties
At 15th level if you are standing in at least 1 foot of water you can use your reaction to regain 1d6+your constitution modifier in hit points. You can also choose one creature within 30 feet of you to regain the hit points. They do not need to be in water.
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