Ranger
Base Class: Ranger

The Conclave of the Four Elements teaches rangers to manipulate the primordial forces of the inner planes to their own advantage by channeling one of the four elements onto their bodies. Their powerful magic elevates them from another predator in nature to the personification of nature itself, though the two share a similar effectiveness in hunting.

Element Atunement

At 3rd level, at the end of a short or long rest, you can choose an element to change attunement to. You can only be attuned to one element at a time.

While attuned to an element, harmless effects are produced around you, such as:

  • Colored eyes. Your eyes become fiery red (Fire), blue (Water), dull yellow or green (Earth) or pale (Air);
  • Skin. Your skin radiates dim light (Fire), displays water reflexes (Water), generates dirt or small rocks (Earth) or displays small cloud shadows (Air);
  • Body. Your body becomes warm to the touch (Fire), cold to the touch (Water), sounds inorganic (Earth) or sounds like wind (Air);
  • Veil. Around your body appears a viel of candle lights (Fire), sparse fog (Water), sand particles (Earth) or wind blowing (Air).
Element of Air

While attuned to the element of air, you are granted bonus spells. They count as Ranger spells for you but do not count against the number of spells you know. You also gain an increase to your moviment speed of 10 feet and can get up from being prone using 5 feet of moviment.

Air Bonus Spells

 

Element of Earth

While attuned to the element of earth, you are granted bonus spells. They count as Ranger spells for you but do not count against the number of spells you know. You also gain a +1 bonus to AC and a +2 bonus to stealth checks.

Earth Bonus Spells

 

Element of Fire

While attuned to the element of fire, you are granted bonus spells. They count as Ranger spells for you but do not count against the number of spells you know. You also gain resistance to fire damage.

Fire Bonus Spells

 

Element of Water

While attuned to the element of water, you are granted bonus spells. They count as Ranger spells for you but do not count against the number of spells you know. You also gain a swimming speed of 30 feet and resistance to cold damage.

Water Bonus Spells

Elemental Recovery

At 3rd level, you have learned to regain some of your elemental energy with the imbalance created by changing elements.

Once per day, when you finish a short rest and change attunement to a different element, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a quarter of your ranger level (rounded up).

Planar Channeling

At 7th level, as a bonus action, you can call upon your planar connections to grant you benefits for up to 1 minute, depending on the element you are attuned to, as seen below:

  • Fire. All your attacks deal an extra 1d6 fire damage.
  • Water. You have advantage on Con saves and can, once per turn, use your reaction to make another target you can see within 30 feet reroll a Str, Dex or Con save.
  • Earth. You have advantage on Str saves and gain temporary hit points equal to your proficiency bonus at the start of each of your turns.
  • Air. You have advantage on Dex saves and can use the Disengage and Dodge actions as a bonus action.

At the start of each of your turns, before any other effects of this feature resolve, you must make a Wis check with proficiency and DC 10. On a success, the effect continues and the DC of the next check is increased by 1. On a failure, this effect ends. You can also end this effect at will (no action required).

Once you use this feature once you can't use it again until you change attunement to another element.

Dual Attunement

At 11th level, you finally have the elemental mastery required to attune to two elements at the same time. You can change any number of elements after a short or long rest and you no longer have a limit on what elements you can attune to.

You also no longer need to change elements to benefit from your Elemental Recovery feature. When you use your Planar Channel feature, you gain both benefits from your two elements.

Dimensional Wrath

At 15th level, you can cast a 6th level spell once on yourself without expending spell slots. The spells you can cast are the following, depending on what elements you are attuned to:

If you would use an action to create an effect explained in any of these spells' description, you may instead use your bonus action. In any case, that effect can only happen once on each of your turns.

After the effect ends, you unnattune from the respective element (without attuning to any other element) and must succeed on a DC 15 Con save or gain a level of exhaustion, gaining two levels instead if you fail by 6 or more.

After you use this feature you can't attune to the respective element again until you finish a long rest.

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