Ranger
Base Class: Ranger

Rangers are masters of the untamed wilds. Stalking their prey and protecting the borders of civilization. But not all the world's wilds and unexplored regions are dense, lush forests, or sprawling deserts and tundras. Many of the world's most dangerous and fierce wilds are vast oceans and open seas.

Seafarers specialize in dealing with the dangerous creatures of the deep trenches at the ocean floors as well as the threats that openly sail its waters such as pirates and water-based races that would seek to do harm to the land-dwelling world. They commonly are employed as guides and used for their expertise when sailing through dangerous waters. Employing nature magic to easily circumvent most trivial dangers or aid them in their efforts against greater ones, a Seafarer is never an unwelcome addition to an ocean voyage. 

Seafarer Magic

3rd-level Seafarer feature

As a warden of the seas, you have learned magic to better suit your terrain. You learn an additional spell when you reach certain levels in this class, as shown in the Seafarer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. In addition, you learn the Shape Water cantrip which counts as a ranger spell for you. 

Seafarer Spells
Ranger Level Spells
3rd Create or Destroy Water
5th Gust of Wind
9th Water Breathing
13th Watery Sphere
17th Maelstrom

Way of the Seas

3rd-level Seafarer feature

After training to move and battle in watery terrain you gain a swimming speed of 40 feet and the amount of time you can hold your breath is doubled. When underwater you can attack with both ranged and melee weapons without suffering disadvantage, in addition, ranged weapons do not suffer a range penalty when fired underwater. 

You can speak to and understand any creature that bears an innate swimming speed. They understand you as if you shared a language, even if they do not possess a language. If they do not possess a language you can understand the intent and meaning behind gestures or actions. 

Additional Proficiencies

3rd-level Seafarer feature

Sailing the oceans has given you proficiency with water vehicles, as well as Athletics and Acrobatics. 

Flowing Water

7th-level Seafarer feature

Moving like rolling waves and rivers you strike with rapid speed. Whenever you make a ranged or melee attack with a Bonus Action you can make a second attack as part of the same bonus action. 

Ocean Torrent

11th-level Seafarer feature

Strike with the fury of the raging seas. When you hit with a melee attack against a creature and there is another creature within 5 feet of it, you can augment your strike with water magic to increase the range of your swing, doing so allows your attack to hit the adjacent creature.

When you make a ranged attack you can choose for that shot to become a line effect that can hit up to two hostile creatures as you augment your shot with wind magic to increase its speed and piercing power.

Northern Winds

15th-level Seafarer feature

As a Bonus Action, you can finely control the winds around you and your weapons for 1 minute. When you make a ranged or melee attack roll while controlling the winds in this way you do so with advantage. In addition, any ranged or melee attack deals 1 extra damage die for the duration of Northern Winds. You also gain a flying speed equal to your walking speed and hover. You can use this feature once every long rest.