Base Class: Ranger
Deep within the Wildlands of the Isle where it is said civilization is dead and nefarious bandits and barbarians call home lives a long-protected culture known as the Ormr. The people that find a way of life with the Ormr separate themselves into 3 clans the Eldingfolk, Hyrrfolk, and Issfolk. These 3 sister clans while different in many ways all harbor a deep understanding for the elements that have made the land and the ancient creatures who command the elements. While most Ormr only ever find themselves connected to one of the elements there are few who are specially trained to be able to control all 3. These skilled warriors are known as Ormrdrengr or Dragon warriors in the common tongue.
Eyes of the Elementalist
After rolling initiative, choose one creature you can see. You instantly know if the creature has immunity or resistance to any of the following damage types: cold, fire, or lightning. You also know whether the creature uses attacks that have damage of any of those types, though you do not know the specifics of the attacks.
Elemental Weaponry
You may choose to use these elemental attacks whenever you hit a creature with a weapon attack. When you gain this feature, you know one elemental attack of your choice, you gain an additional elemental attack when you reach 7th level and 11th level. This feature is usable a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.
Fiery Strike
The target of your attack takes an extra 2d6 fire damage. In addition, every creature within 5 feet of your initial target must make a Dexterity saving throw. On a failed save, they take 1d6 fire damage. The damage of this elemental attack increases to 4d6 at the 11th level.
Freezing Strike
The target of the attack takes an extra 1d10 cold damage and they then must succeed on a Constitution saving throw. On a failed save, the creature's speed is halved until the start of your next turn, and they cannot make opportunity attacks. The damage of this elemental attack increases to 2d10 at the 11th level.
Shocking Strike
The target of your attack takes an extra 1d8 lightning damage, and they then must succeed on a Constitution saving throw. On a failed save, the target is stunned until the end of your next turn. The damage of this elemental attack increases to 2d8 at the 11th level.
Ancient Defense
During a long rest, you can meditate for 1 hour and make contact with an Ormr of your choice granting yourself one of the following benefits until you complete your next long rest.
Heart of the Burning Flare
You gain resistance to fire damage, and when hit with a melee attack by a creature within 5ft of you, the creature takes 1d6 fire damage as flames lash out from your body. Additionally, you can pass through fire without issue however if you end your turn in fire you still suffer damage.
Heart of the Frozen Tundra
You gain resistance to cold damage, and your body builds a natural layer of jagged ice. Your AC increases by +2 and you gain a number of temporary hit points equal to your Wisdom modifier + your proficiency bonus. Additionally, you have advantage on all Constitution saving throws.
Heart of the Raging Storm
You gain resistance to lightning damage, and your walking speed increases by 10ft, you can also take the Dash action as a bonus action, causing lightning to engulf your feet. Additionally, your movement does not provoke opportunity attacks.
Elemental Mastery
Whenever you hit a creature with one of your weapons imbued with the Elemental Weaponry feature, that creature loses any resistance to the chosen element until the start of your next turn (including for the triggering attack).
One with the Elements
After you finish a long rest, you can choose to gain immunity to 2 damage types, your choices being fire, cold, and lightning damage. Also, if you are ever hit by an attack you have immunity to, you can redirect it to the source of the attack and deal half of the original damage, you can do this a number of times equal to your wisdom modifier. The immunity has to be one of the three previously mentioned
Cold Immunity
You gain immunity to cold damage
Fire Immunity
You gain immunity to fire damage.
Lightning Immunity
You gain immunity to lightning damage.
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