Conclave of the Coastguard
The waves and earth are filled with their own bounties and wonders, swaths of places to visit and admire. While many denizens of one may lack the chance to admire the wonders of the other side, there exists rangers who get to protect the beauty of both. Those of the Conclave of the Coastguard take it upon themselves to maintain the beauty of both land and sea, and to prevent either side from overcoming the other.
Coastguard Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coastguard 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 | Create or Destroy Water |
| 5th | Misty Step |
| 9th | Tidal Wave |
| 13th | Control Water |
| 17th | Maelstrom |
Roaring Waves
When you take this Conclave at 3rd level, your fighting style is akin to the flow and crash of the sea. The first time you hit a creature with a weapon on each of your turns, you deal an extra 1d4 cold damage.
You can forgo this extra damage and force the creature to succeed a Strength saving throw against your spell save DC or be pushed 10 feet. They have disadvantage on this save if you have moved more than half your movement this turn. The target creature must one size larger than you or smaller in order to for you to force a Strength saving throw.
At 11th level, this extra damage increases to 1d6, and creatures who fail their save are pushed 15 feet.
Guardian of Land and Sea
At 3rd level, you possess an innate aura that aids sea and land-dwellers far from their homes. You and friendly creatures within 10 feet of you gain the following benefits:
- You gain a swimming speed equal to your movement.
- If you have no walking speed, You gain one equal to your swimming speed (if any).
- You can breathe in air and water.
At 11th level, the range of this aura increases to 20 feet, and allows creatures to speak normally in air or in water.
Redirecting Currents
Starting at 7th level, the touch of the sea protects you. You gain resistance to cold damage.
Additionally, when you or a creature you can see within 60 feet of you would be forcefully moved or shoved, you can use your reaction to have them be moved half as much in the designated direction. The moved creature can then spend the remaining half of their movement to move in any possible direction of their choice.
If the target creature would be forcefully moved no less than 5 feet, they instead move 5 feet in a direction of their choice.
Alter Earth and Sea
At 11th level, you can alter the very properties of earth and water to fit your needs.
- Liquid Earth. As an action while on land, you alter a 30-foot cube of earth within 60 feet of you so that it becomes viscous and liquid for the next minute. Any creatures in that area, standing on it, or entering it on their turn, must make a Strength saving throw against your spell save DC. On a failed save, they are restrained and sink 5 feet into the ground. A creature can repeat this save at the start of each of its turns, ending the effect early on a success. Failing the save causes them to sink 5 feet. Any creatures fully submerged must hold their breath, regardless if they can breath underwater. Once the minute has passed, any creatures submerged re-emerge on the surface of the ground, taking 1d8 bludgeoning damage for each 5 feet upward.
- Forced to the Surface. As an action while underwater, choose a number of submerged creatures you can see within 40 feet of you equal to your proficiency bonus. Each creature must succeed a Strength saving throw or be pushed upward 60 feet. A creature who failed this save repeats it at the start of each of its turns, ending the effect early on a success. Failing the save again causes them to be pushed upward an additional 60 feet. The effect ends on a creature once they succeed the save or reach the surface.
Once you have used either option, you can't use either of them again until you finish a long rest, or spend a spell slot of 3rd level or higher to regain a use.
Liquid Earth
At 15th level, your connection to the earth and sea lets you magically flow through both. Once per turn, as a bonus action or after casting a spell from your Coastguard Spell Table, you and any equipment you are wearing or carrying magically teleport up to 30 feet to an unoccupied space you can see. This space must be touching ground or water.

