Base Class: Ranger
Rangers who take on the journey through nature soon venture in the middle of disasters, wether it be in the eye of a hurricane, the heart of a blizzard, or face-to-face with a sand storm. These brave adventurers are out to conqure the elements. They brave through the natural forces mother nature throws at them, they are beyond just curious, but instead seek true power beyond mystical magic. They search for the real fantasy of the world, and can even bend the forces of storms themselves.
Force of Nature
At 3rd level, you gain one of the following features of your choice.
Blizzard
When you make a weapon attack, you cause a small blizzard that surrounds you by 20 ft. Any creature besides you will have there movement speed halved and have their vision distorted while in the blizzard, which gives them disadvantage on attack rolls, in additon creatures outside of the blizzard have disadvantage on attack rolls against creatures in the blizzard. This blizzard lasts 2 minutes and you can not create another until the first blizzard is gone.
Hurricane
Your natural force can break down any defense. When you hit a creature with a weapon attack, you can either pull or push them them by 10 ft, knocking them prone for 4 rounds.You can only use this once per turn.
Sand Storm
When you make a weapon attack, you can blast a gust of sand in front of you, which is 10 ft long and 5 ft wide. This will blind any creatures who fail a DC 13 Dex saving throw. They are blinded for 8 rounds.
Flow With The Wind
at level 7, When you are thrown, pushed, or pulled with any force that will deal damage to you, you can use your reaction to reduce the damage by 1d6 + your DEX modifier. You can also increase or decrease how far you are pushed, thrown, or pulled.
Your reduction increases from 1d6 by 1d6 for each level above the seventh level.
You also can cast feather fall without using a spell slot or taking up a spell slot. You may only cast this once per short or long rest.
Storm Ruler
At 11th level, you can cast Control Weather without needing any material components and the effects only take place after 1d4 times 5. While a storm is out, you may use a spell slot to control hail, lightning, or harsh winds. Giving you the following actions that you can use once per long rest.
1: Summon Lightning: You choose a spot in a 100 ft range that is 40ft wide, blasting down lightning in the area. Each creature in the area must make a DC 17 CON saving throw, on a failed saving throw will take 3d6 lighning damage and are stunned for 1 minute. Or only take 2d6 lightning damage on a successful save.
2: Summon Hail: You choose a spot in a 100 ft range that is 40ft wide, pouring down hail in the area. Each creature must make a DC 14 DEX (acrobatics) saving throw. On a failed save will take 3d6 bludgeoning damage and will be knocked unconcious for 1 minute. On a successful save will dodge but will gain 1 level of exhaustion for 1 minute.
3: Summon Wind: You create a small tornado in a 100 ft range that is 40 ft wide, creatures in it or in a 10 ft radius of it will be pulled into the tornado and be launched 4d20 feet in the air. This tornado lasts 2 minutes, it can move 15 ft per turn on your turn if you choose to as a bonus action.
Greater Force of Nature
At 15th level, you gain one of the following features of your choice.
- Greater Hurricane: When you use your hurricane abillity, you can choose to fling the target opponent in the air by 2d20 feet.
- Greater Blizzard: When you use your Blizzard abillity, you can choose to build frost in the area, freezing medium to small creatures, which halves their speed again and deals 1d10 cold damage.
- Greater Sand Storm: When you use your Sand Storm abillity, you can choose to pelt the creature with sharp dust, dealing an additional 1d8 peircing damage, and deals 1d6 damage to armor and weapons.
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