Base Class: Ranger
Deepwalker rangers train underwater to perfect their aquatic combat skills. They often find themselves fighting against aquatic monsters such as sahuagin or merrow.
Aquatic Combat Training
Starting at 3rd level, you gain a swimming speed of 30 feet, and you can hold your breath for a number of hours equal to your Constitution modifier.
Deepwalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown on the Deepwalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know
Ranger Level: Spell
3rd: Create or Destroy Water
5th: Protection from Poison
9th: Wall of Water
13th: Watery Sphere
17th: Maelstrom
Deep Strikes
When you reach 3rd level, your weapon strikes carry the power of the sea. Once per turn, you can push a creature up to 10 feet away from you when you hit it with melee attack.
Protection of the Sea
When your reach 7th level, you can draw upon the plane of elemental water for protection. When you drop to zero hit points for the first time after a long rest, you gain the effects of the Warding Wind spell. While in the area of the spell, you and creatures friendly to you have advantage on death saving throws.
Aquatic Commander
When you reach 11th level, you can cast Dominate Beast at will, but only on a creature that has a swimming speed. Once you target a creature with this ability, you cannot do so again until you finish a long rest
Ocean Warrior
Starting at 15th level, the ocean gives you a magical layer of defense against some attacks. You have resistance to fire, lightning, and cold damage. While underwater, you have immunity to fire damage.
Comments