Base Class: Ranger
An Elementalist draws power from the Elemental planes of Water, Air, Earth, and Fire using elemental spirits they've bonded with as a medium. Working alongside their companion spirits, Elementalists seek to protect the natural places of the Material and Inner Planes, fighting valiantly alongside their companions to protect the purity of nature and maintain the cosmic balance.
Level 3: Elemental Spirit Affinity
When you choose this archetype at 3rd level, you learn to speak, read, and write Primordial.
Level 3: Elementalist Spells
When you reach a Ranger level specified in the Elementalist Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Feather Fall, Ice Knife, Elementalism |
| 5 | Flaming Sphere, Rime's Binding Ice |
| 9 | Fly, Erupting Earth |
| 13 | Fire Shield, Elemental Bane |
| 17 | Passwall, Destructive Wave |
Level 3: Spirit Channeling
When you choose this archetype at 3rd level, you gain special abilities that are fueled by special dice called Channeling dice.
Channeling Dice. You have four channeling dice, which are d4s. A channeling die is expended when you use it. You regain all of your expended Channeling dice when you finish a short or long rest. In addition, you can expend a spell slot (no action required) to regain one expended channeling die.
You gain another Channeling die at 7th level and one more at 15th level. When you reach certain levels in this class, the size of your Channeling Energy dice increases: at 7th level (d6), 11th level (d8), and 15th level (d10). The powers below use your Channeling Energy dice.
Multi-Elemental Barrier. When you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to expend one Channeling die, roll the die, and add that roll to the saving throw, potentially turning the save into a success. At 7th level, the range of this ability expands to 60 feet.
Elemental Strike. You can imbue your weapons with raw elemental force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Channeling die, rolling it and dealing your choice of Acid, Cold, Fire, Lightning, or Thunder damage to the target equal to the number rolled plus your wisdom modifier.
Spiritual Invigoration. As a reaction when you or another creature you can see casts a spell that restores hit points, you can choose a target affected by the spell within 30 ft of you, expend a Channeling die, roll it and give that target temporary hit points equal to the number rolled plus your wisdom modifier. These temporary hit points stack with other sources of temporary hit points but cannot stack with itself.
Level 7: Spiritual Adept
You have mastered new ways to use your spiritual abilities, detailed below.
Enhanced Barrier. When you use Multi-Elemental Barrier, you can grant that creature resistance to either Acid, Cold, Fire, Lightning or Thunder damage until the end of that creature's next turn.
Elemental Burst. When you deal damage to a target with your Elemental Strike, you can force the target to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. If the save fails, you can give the creature the blinded or deafened until the start of your next turn.
Spiritual Nourishment. When you use Spiritual Invigoration to give a creature temporary hit points, you can also restore a number of hit points to that creature equal to the roll of the Channeling Die.
Level 11: Primordial Veil
You can call upon your companion spirits to surround you with a Primordial Veil of elemental power, provided that you aren’t wearing heavy armor or using a shield. It graces you with supernatural speed, endurance, and focus.
You can use a bonus action to start the Primordial Veil, which lasts for 1 minute. It ends early if you are incapacitated, or if you don heavy armor or a shield. You can also dismiss the Primordial Veil at any time (no action required).
While your Primordial Veil is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Wisdom modifier (minimum of +2).
- Your walking speed increases by 10 feet.
- When you use this ability and at the start of each of your subsequent turns, you gain a number of Temporary Hit Points equal to your Ranger level.
- You can cast or transfer hunter's mark as part of the attack action.
You can use this feature a number of times equal to your wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Level 15: Offensive Channeling
Once per turn when you cast a spell that forces a saving throw on a creature marked by your Hunter’s Mark, you can give the target of the spell Disadvantage on saves against the spell.
Level 15: Improved Spirit Channeling
Once per turn, when you use a Spirit Channeling Ability, you can roll 1d4 and use the number rolled instead of expending a Channeling Die.
Previous Versions
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