The Submariner

Subclass of: Ranger

The Mariner is a Ranger subclass for those who hear the siren call of the sea and dedicate themselves to its mysterious depths. Mariner Rangers are often seen as rugged or solitary figures, finding solace in the vast, open ocean rather than on land. Whether patrolling the coastal waters near bustling ports or delving into the abyssal trenches to protect the myriad forms of life dwelling there, Mariners are guardians of the seas. Their unique connection to aquatic environments is reflected in their abilities, such as gaining a swimming speed equal to their walking speed, breathing underwater, and even conjuring arrows from water to use as ammunition. With an expanded arsenal that includes spells like create or destroy water and conjure elemental (water elemental only), they are adept at both exploration and combat beneath the waves. Their mastery over aquatic currents allows them to manipulate water to their advantage, pushing and damaging foes with the force of the ocean itself. By the time they reach the pinnacle of their training, Mariners embody the apex predator of the waters, striking with deadly precision and embodying the relentless force of the ocean's depths. 

Rangers can be found in all parts of the world, but those who gravitate towards the call of the sea often join the Submariner conclave. These rangers may oftentimes be seen as grizzled or reclusive, preferring the solitude of the oceans,. Many become submariners for the sake of protecting the vast expanse of life that can be found below the sea. Some submariners can be found patrolling the waters near busy shipping ports and cities, and as such spend time both in and out of the water, while others spend almost all of their time deep in the sea, watching over the trenches and deep sea species and colonies.

Mushroom Homebrew

Expanded Spell List

You learn an additional spell when you reach certain levels in this class, as shown in the Submariner Extended Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

3rd create or destroy water
5th water whip
9th resilient sphere
13th watery sphere
17th conjure elemental (water elemental only)

Nautical Specialist

3rd-level Submariner feature

Upon choosing this conclave, you gain a swimming speed equal to your walking speed. You also gain the Amphibious trait, allowing you to breath both in or out of the water.

Your swim speed increases to twice your walking speed at 11th level.

Aquatic Artillerist

7th-level Submariner feature

You can magically create arrows formed from liquid while you are standing in or submerged in water. These arrows form as part of your action when firing a bow. You are able to use these aquatic missiles in place of normal arrows and they disappear after use.

Aquatic Weapon Specialist

7th-level Submariner feature

Your training under the water allows you to more efficiently attack in aquatic environments. You gain either the aquatic archer feat or the aquatic duelist feat

(chosen feat will need to be applied manually to your character sheet)


11th-level Submariner feature

You can magically control the currents. As a bonus action, select a target within 60 ft., the target must succeed on a Strength saving throw or be moved up to 30 ft. in a straight line as a torrent of water pushes and it. A pushed target takes 3d8 bludgeoning damage from the blast of water. The DC of this saving throw is 8 + your Wisdom modifier + your proficiency bonus.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses of it when you finish a long rest.

Apex Predator

15th-level Submariner feature

You are as deadly in the water as the great white shark. While standing in or submerged in the water, your weapon attacks score a critical hit on a roll of 18, 19 or 20. When you roll a 1 on a damage die for an attack you make with a melee weapon while underwater, you can reroll the die and must use the new roll, even if the new roll is a 1.