

Ranger Archetype
At 3rd Level, you choose an archetype that you strive to emulate. The Seafarer is an homebrew option for this feature. Your choice grants you features at 3rd Level and again at 7th, 11th, and 15th level.
For the UA revised ranger you replace the level 5 Ranger Conclave Feature with the PHB ranger's Extra Attack feature.
The Seafarer
Seafarers feel the most at home on open water, preferring the freedom of the seas to the constrictions of land. They guide ships on the safest routes across the sea, with only the stars and their instincts to orient themselves. Nobody knows the true horrors of the endless depths or the raging storms like the seafaring rangers do.
Through hard-earned experience, seafarers learn to track their quarry through rocky seaside cliffs, pristine tropical beaches, and even the forgetful surfaces of open seas. Often friends to benevolent and neutral creatures of the sea they keep peace between them and the land dwellers — hindering cruel hunts, pollution and overfishing.
Seafarer Magic
Starting at 3rd level you know the Shape Water cantrip. Additionally you learn extra spells when you reach certain levels in this class, as shown in the Seafarer 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 Farer Spells
| Ranger Level | Spells |
|---|---|
| 3d | Create or Destroy Water |
| 5th | Gust of Wind |
| 9th | Tidal Wave |
| 13th | Control Water |
| 17th | Control Wind |
Friend of The Sea
Additionally, starting 3rd level you've bonded to the spirits and creatures of the sea to a supernatural degree, giving you the following benefits:
- You can speak and read Aquan.
- You can communicate with aquatic beasts as if you shared a language.
- When making ability checks to interact with aquatic creatures or recalling information about them you can add your wisdom modifier (minimum of 1) to the ability check.
- You have a swimming speed equal to your normal speed.
- The amount of time you can hold your breath is doubled.
Wielding The Storm
Beginning at 3d level the spirits of the sea have taught you how to wield the storm and the waves with your mind.
You learn two storm move of your choice. Your storm move options are detailed at the end of the subclass description. You learn one additional storm move at level 7 and again at level 11 and 15.
Storm Sense
At 7th level you gain the ability to magically sense an incoming storm or other extreme change of weather. As an action, you can predict the weather within a 10 mile radius of you for the coming 24 hours. When you reach 15th level in this class, the radius increases to 20 miles.
Additionally, as a 10 minute ritual, you can use your abilities to sense if the weather is disturbed by supernatural means within this range, albeit you won't learn its source or location. Once you've used the feature this way you can't do so again until you finish a long rest.
Aquatically Adept
Beginning at 11th level, your bond with the sea has changed you physically, allowing you to breathe and use vocal components while underwater.
Shape of Water
At 15th level you can use your reaction to take on a watery shape, giving you immunity to poison damage and resistance to acid; bludgeoning, piercing, and slashing from nonmagical attacks until the start of your next turn.
Storm Moves
Each of the storm moves takes one bonus action to use. Only one storm move can be active at any one time. If the storm move has a saving throw the DC is equal to your ranger spell save DC.
Strike of The Storm.
Choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, the creature takes an additional 1d8 lightning or thunder damage (your choice) from the attack.
When you reach 11th level in this class, the extra damage increases to 2d8.
Storm Blast.
Choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack it must succeed a Strength Saving throw or be pushed back 10 feet in a straight line and fall prone. Huge and bigger creatures automatically make the save.
When you reach 11th level in this class, each creature within a 15 feet cone originating from the first creature must make the save as well.
One With The Breeze.
Until the end of your next turn, you are boosted by the wind. It can carry you across water, allowing you to move over it as if you were on land. Additionally its aid doubles the height and length of your jump and makes your climbing speed equal to your movement speed.
When you reach 11th level in this class, you can choose a number of creatures equal to half your Wisdom modifier rounded down (minimum of 1) within 30 feet of you that you can see, giving them the benefits of this feature too.
Water Ward.
You conjure a sphere of warding water to surround a willing creature that you can see within 30 feet, protecting it until the start of your next turn. Any attacks made against the creature, or by the creature, are at disadvantage for the duration.
When you reach 11th level in this class, the water forms after the warded creature’s movement and they no longer have disadvantage on their attack rolls.
Water Lure.
You conjure a rope made of water that reach out and wrap around one creature of your choice that you can see within 30 feet of you. The target must succeed on a Strength saving throw or be pulled up to 15 feet in a straight line toward you. If the creature end up within reach of you, you may use your reaction to make an opportunity attack.
When you reach 11th level in this class, the range is instead 60 feet and the creature can be pulled up to 30 feet in a straight line instead.
Whirlpool.
You conjure a whirlpool of water beneath a creature that you can see within 30 feet. If the creature is Large or smaller it must succeed on a Strength saving throw or have its speed reduced to 0 feet until the start of your next turn.
When you reach 11th level in this class your whirlpool grows, affecting all creatures within 10 foot of the first.
Homebrew: The Seafarer V. 2.0 - 2021
This D&D 5E subclass was designed by Taima 2020.
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Credits & Thanks
- Thank you to my Patreons and friends for support and feedback.
- Hugo for helping out with feedback and proofreading.
- Martin for additional feedback.
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