Ranger
Base Class: Ranger

You have incredible powers after spending a extended amount of time on the sea the with nature being able to draw on the more deadly aspects of the sea

Sea Strider Magic

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

Sea Strider Spells

RANGER LEVEL SPELL
3rd create or destroy water
5th misty step
9th tidal wave
13th watery sphere
17th maelstrom

Storm Strikes

Infuse you're strikes with lightning, when rolling a damage roll you can add 1d4 lightning damage to you're total.

This increases to 1d6 at level 7, 1d8 at level 11 and 2d8 at level 15

Ocean's Gift

You have to attuned to the ocean you can move through it with ease you gain 30ft of swim speed.

Swift Wind

With the speed of the winds on you're side you move as fast as the fastest wind and as nimble as them too.

You gain 10 feet of movement speed and opportunity attacks are made at disadvantage 

Slippery Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

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