Ranger

Storm Reaver Conclave

A ship appears over the horizon. Its flag lowers, then raises again, this time carrying one of the emblems of the Storm Reaver Conclave. As it draws closer, the captain of your ship warns you to stand down, knowing that fighting this battle will only cause your crew to die needlessly.

As the enemy ship draws closer, a strange site occurs; the boarding party comes to you, with the other ship at a safe distance. Disembarking from their own ship, in the middle of the ocean, five figures sprint towards your ship, dancing over the tops of the waves, wreathing themselves in armor made of sea foam, as the winds turn against your ship, stranding it in place.

You see your captains point.

Storm Reaver Magic

Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Storm Reaver 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 Spells
3rd Armor of Agathys
5th Warding Wind
9th Call Lightning
13th Control Water
17th Control Winds

Crashing Waves

Also at 3rd level, you can use a bonus action to call upon the strength of the waves to empower your weapon strikes for 1 minute. While the ocean's power surges through you, your weapon attacks deal an extra 1d4 cold damage. This affect ends early if you are incapacitated, or if you use two hands to make an attack with a weapon.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

At 11th level, the damage dealt by your Crashing Waves feature increases to 1d6.

Flowing Tides

When you are succeed against an effect or spell that allows you to make a Dexterity saving throw to take only half damage, your body moves with the rythym of the tides and you can redirect the arcane energies flowing around you. As a reaction after taking damage, you can cast Armor of Agathys at half the level of the triggering spell (rounded up) without spending a spell slot. If the effect doesn't have a spell level, then use the creatures CR divided by 4 (rounded up, minimum of 1, maximum of 5)

Once you use this feature, you can't use it again until you finish a short or long rest.

Ocean's Wrath

At 11th level, your sight grows sharper. Light obscurement no longer impedes your vision, and you can see through heavy obscurement caused by mist, fog, or similar effects out to a distance of 30 feet without being impaired.

Call of the Deep

By 15th level, you and the sea have developed a mutual respect for each other. The sea comes to you and your allies aid when summoned.

You learn the maelstrom spell, and can cast it once per long rest without consuming a spell slot.

When you cast the spell in this way, you can designate a number of creatures (including yourself) up to your Wisdom modifier. These creatures are not affected by the difficult terrain created by the spell, have advantage on the Strength saving throw caused by it, and have resistance to the damage caused by the spell.