Ranger
Base Class: Ranger

On the fringes of the Forgotten Realms, far from civilization and big cities, there are those who live off what the deep sea has to offer. Depht Hunters spend much of their existence braving the dangers that lurk in the seas to survive, only they know why they do it, there are those who say that they are looking for something, that something is calling them from the depths, something valuable enough to risk their own lives to get it.

Depths Hunter quirks

Roll d6 (optional)

1. You have a shark tooth as a good luck charm.


2. When you spend a lot of time on land, you usually put a conch shell in your ear to listen to the sea.


3. You smell like fish.


4. Dry food is not to your style, that's why you usually soak it in water before putting it in your mouth.


5. You tell your secrets to the puffer fish.


6. When you see a starfish, you have the strange urge to want to put it on your face. 

 

Depths Hunter magic

At 3rd level, you learn the shape water cantrip, if you don't already know it. You learn additional spells at certain levels with this class, as shown in the Depths Hunter table. Each of these spells counts as ranger spells for you, but they do not count toward your number of known spells.

Level 3: Shape water, Create or destroy water, Ice knife


Level 5: Skywrite


Level 9: Water breathing, Sleet storm


Level 13: Control water


Level 17: Maelstrom

 

Aquatic Warrior

At 3rd level, your adventurous spirit inspires you in the water, your first attack in a water body or in the rain has advantage, and you no longer have a disadvantage on attack rolls with ranged weapons underwater (includes bows), but automatically misses targets beyond normal range, as stated in the underwater combat rules. Additionally, regardless of where you are, your first attack that hits deals 1d4 additional cold damage. This damage increases at levels 5 (1d6), 11 (1d8), and 17 (1d10).

Deep dive

At 3rd level, you are a swimmer like no other, giving you a swimming speed equal to your walking speed. You cannot get lost while in aquatic terrain such as lakes or seas. Additionally, you can channel your inner energy to breathe underwater a number equal to your wisdom modifier in hours. It recharges every long break.

 

Hold the Tide

At 7th level, your body has gained the ability to resist from the most poisonous creatures of the sea to the most terrible sea storms. You gain advantage with the Constitution saves against poisons and diseases. Also, you have advantage in rolls to avoid being pushed, knocked prone or grabbed.

 

Wave Breaker

At 11th level, the energy that emanates from the sea is always with you, you can imbue your weapon or one piece of ammo with pure energy. As a bonus action, you can make the damage type of your next weapon attack cold, instead of your normal weapon damage. On hitt, the target must succeed a Streght save versus your spell DC or be knocked prone. You can use this trait a number of times equal to your Wisdom modifier, and recharge its uses at the end of a long rest.

Also, whenever you're underwater, you can use your bonus action to do a weapon attack.

 

Herald of the sea

At 15th level, wherever you go, the sea is with you. Your swimming speed increases by 10 feet. As an action, you make difficult terrain for your enemies the area around you within a 20-foot radius. It has a duration of 10 minutes and you gain resistance to cold damage for the duration of the effect. Underwater, this area is a sphere with a radius of 20 feet.

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