```metadata
title: 'Ranger: Seafarer Conclave'
description: Answer the sea's call with the Seafarer Conclave, a new subclass for rangers.
tags:
- ''
systems:
- 5e
renderer: legacy
theme: 5ePHB
```
### Ranger: Seafarer Conclave
___
*For as long as you can remember, the sea has sung a siren song for you. You’ve trained to become especially deadly while in the water so that you could answer its call. Now you dedicate your life to protecting the sea and all that live within it, as well as defending those who live near the sea from the threats that lurk in the deep.*
___
#### Seafarer Magic
Starting at 3rd level, you learn an additional spell when you reach a certain level in this class, as shown in the Seafarer Spells table. The spell counts as a ranger spell for you, but doesn’t count against the number of ranger spells you know.
##### Seafarer Spells
| Ranger Level | Spells |
|:---:|:-----------|
| 3rd | Create or Destroy Water |
| 5th | Warding Wind |
| 9th | Thunder Step |
| 13th | Control Water |
| 17th | Control Winds |
___
#### Wayfinder's Intuition
At 3rd level, you have learned how to navigate the open sea by the use of natural navigation aids, using the stars, currents, and winds as your compass. You gain proficiency with water vehicles. While you are on the open sea, your group can’t become lost except by magical means and you always know what direction you are heading in as long as you can observe the stars, the currents, or the winds.
___
#### Aquatic Grace
At 3rd level, you’ve grown used to a life spent near the ocean and have learned how to effectively hide underneath the waves. You gain a swim speed equal to your movement speed and can hold your breath for up to 1 hour at a time. You also gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
___
In addition, when you are submerged in water that is at least 10 feet deep, you can take the Hide action as a bonus action. A creature has disadvantage on its Perception check to spot you while you are hidden in this way.
___
#### Underwater Weaponry
At 3rd level, you’ve learned how to construct a weapon that is particularly deadly underwater, a spear sling. A spear sling is akin to an underwater bow that launches spears instead of arrows. You can choose to craft this weapon when you finish a long rest. You have proficiency with the spear sling, and the weapon possess the following attributes:
| Name | Type | Damage | Weight | Properties |
|:------|:-------:|:--------:|:--------:|:-------:|
|Spear Sling | Martial Ranged Weapon | 1d12 Piercing | 1 lb | Ammunition, (Range 60/120), Two-Handed
While you are submerged underwater, the range of your spear sling increases to 120/240 feet, and on a successful hit you deal an extra 1d6 lightning or thunder damage (your choice). If your spear sling is damaged or destroyed, you can spend another long rest to either repair it or make a new one.
___
#### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
___
#### Seafarer's Vitality
By 7th level, you have become resilient to the harshness of the sea and its many violent storms. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).
___
\page
#### Oceanic Warrior
At 11th level, you have become attuned to the sea's primordial magic, as well as improved upon your spear sling to make it even more deadly. You permanently gain the following benefits:
- Your swim speed is now equal to double your movement speed.
- You can breathe air and water.
- You gain resistance to lightning and thunder damage.
- The extra damage you deal with your spear sling while submerged increases to 2d6.
___
#### Sea's Wrath
Starting at 15th level, you can harness the sea's mighty rage to temporarily empower yourself. As an action, you enter this fury fueled state and gain the following benefits:
- You gain immunity to the grappled and restrained conditions.
- As a reaction, you can force a creature of your choice that end it's turn within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, the creature becomes frightened of you for 1 hour.
- Your spear sling now scores a critical hit on a roll of 18-20.
- The extra damage you deal with you spear sling is applied regardless of if you are submerged or not and it increases to 3d6.
___
You remain in this state for 1 minute, and it ends early if you are incapacitated. Once you use your action in this way, you must complete a long rest before you can do so again.
___
___
**Image Sources:**
- Wizards of the Coast, Storm King's Thunder
- Alexandru Negoiță, Art Station
- Wizards of the Coast, Volo's Guide to Monsters