Ranger
Base Class: Ranger

The Sonar ranger allows players to play with the idea of a sound based hunter, playing like a bat in the night, or the perfect underwater infiltration operative. The sonar comes equipped with multiple abilities as well as on theme extended spells to allow for the best experience as a hunter practiced with using sound to take the advantage over their prey.

Sonar Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Casting these spells require only verbal components, however can not be affected by abilities like subtle spells.

Level 3   --> Thunder Wave

Level 5   --> Shatter

Level 9   --> Pulse Wave

Level 13 --> Banishment

Level 17 --> Destructive Wave

Sonic Hearing

You gain proficiency in the wisdom(perception) skill when you take this subclass at 3rd level, if you already have proficiency you gain expertise in that skill. You have advantage on all wisdom(perception) checks you make that rely on hearing.

Soundwave

You are able to temporarily distract your opponents with small bursts of sound waves. Once per turn when you make an attack, as part of your attack action you may deafen a creature of your choice that can hear you within 90 ft. The target must make a constitution saving throw against your spell save DC, and on a failed save is deafened until the start of your next turn. On a successful save the creature is unaffected.

Filtered Hearing

You have learned to filter different types of noise and tell the difference between natural and magical. You have advantage on saving throws to resist being charmed. Also you gain resistance to Psychic damage.

Echolocation

You gain blindsight out to a range of 60 feet, if you already have blindsight its range increases by 60 ft. You lose this form of blindsight when you are deafened.

Screeching Howl

You learn to screech like a banshee or demilich as you blast stored up air out of your mouth like a shockwave. All other creatures within 60 ft of you must make a Constitution saving throw against your spell save DC. On a failure a creature takes 10d6 psychic and is deafened for 1 minute. On a success a creature takes half the damage. You can use this feature a number of times per long rest equal to your constitution modifier.