Ranger
Base Class: Ranger

The rangers of the seas and other waters, commonly known as Mariners, swim with the agility and grace of the aquatic wildlife that they share a connection with. They patrol not only the far reaches and icy depths of the ocean, but also the coasts, rivers, and lakes. They hunt those who would corrupt or befoul the waters and track down the aquatic monsters that threaten coastal and underwater settlements.

Mariner Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mariner Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Gloom Stalker Spells

Ranger Level Spell
3rd create or destroy water, fog cloud
5th [Tooltip Not Found]
9th tidal wave, wall of water
13th control water
17th maelstrom

Tidal Strike

At 3rd level you are able to conjure a ribbon-like wave of crashing water to envelop your weapon strikes. Once on each of your turns when you hit with a weapon attack, you can choose to blast the target of the attack with a wave of water. The attack deals an additional 1d6 bludgeoning damage and if you choose so, the target must also make a Strength saving throw. On a failed save, the target is pushed 15 feet away from you. The water conjured by this feature is transparent and spiritual in nature, vanishing as quickly as it appears.

At 11th level the extra damage increases to 1d10.

You can only push targets using this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Aquatic Hunter

Also at 3rd level you develop a primal connection to the water and its fauna, granting you benefits. You have a swimming speed of 60 feet, you can breathe water, and being underwater doesn't impose disadvantage on your ranged weapon attacks.

In addition, you have advantage on any weapon attack made against a creature that's swimming in water, does not have a swimming speed, and can't breathe water.

Sea Tamer

Starting at 7th level you gain resistance to cold damage, and you have the ability to echolocate like a dolphin or whale. You gain blindsight out to a range of 30 feet, but you can't use it while you're deafened The range of this blindsight is doubled in water.

In addition, you can speak with aquatic life. You can comprehend and verbally communicate with beasts, elementals, fey, and monstrosities that can naturally breathe water or have a natural swimming speed, to the same effect as the speak with animals spell

Call of the Deep

At 11th level your talent for speaking with marine life grows. You can communicate telepathically with any creature that you can speak with using your Sea Tamer feature, so long as you can see the creature or it is within 60 feet of you.

In addition, you can telepathically call out across the planes for aid from this marine life. You can cast dominate beast at 4th without expending a spell slot. When you do so, the beasts that are dominated must have a swimming speed or the ability to breathe water, and they can't have a flying speed or a burrowing speed.

Once you cast dominate beast in this way, you can't do so again until you finish a long rest.

Cloak of the Sea

Starting at 15th level you can conjure a thin cloak of ocean mist, squid ink, or some other kind of aquatic cloud to protect you.

Whenever a creature makes an attack roll against you, you can use your reaction to cloak yourself. You are heavily obscured for that attack, potentially imposing disadvantage on the attack roll. You must choose to use this ability before the attack roll is made.

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