Ranger
Base Class: Ranger

Elemental Masters have been adapting to the elements as such they have the ability to control one of the elements. As such they tend to live their lives in extreme environments, spending their lives just fighting the harsh conditions they have put themselves in, this gives them special abilities because of where they live,their They tend to use their adeptness at an element to bolster their own attacks and defence

Elemental Masters Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Masters Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Elemental Masters Spells

Ranger Level Spell
3rd Absorb elements
5th Dragons breath
9th Elemental weapon
13th Conjure minor elemental
17th Conjure elemental

Elemental influence

At 3st level, you choose one type of Elemental damage your Ranger is associated with. This type of damage grants you benefits as per the table below and influencers what type of damage the ability "elemental soul" does. Additionally You can speak, read, and write Primordial.

 

Acid

You gain resistance to Acid damage and you have advantage against any saving throws vs ooze. Moreover you can spend 1 minute to dissolve any metallic or stone object that weighs less than 5 lb and isn't magical.

Cold

You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Fire

You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.

Lightning

You gain resistance to Lightning damage and You get a swim speed of 30 ft. Moreover In a thunderstorm If you use an action you can get the lightning to hit you, it does no damage to you or anything/Anyone around you.

Poison

You gain immunity to poison and immunity to the poison condition. Moreover as an action you gain the ability to touch a creature and force them to make a Constitution saving throw vs your spell save DC. If they fail they get [Tooltip Not Found] for 1 minute.

Thunder

You gain resistance to Thunder damage and Hold your breath for 1 hour. Moreover As an action You can create a sound that is heard from every direction 500 feet away.

Elemental Soul

At 3rd level, you learn to draw you"r elemental magic into your attacks.

You have a pool of d6s that you spend to fuel your elemental attacks. The number of dice in the pool equals your ranger level.

You can spend from the dice pool whenever you hit a enemy With a weapon attack to do a extra 1d6 damage of your chosen type. You can use more dice as you level up,  2d6 at level 5, 3d6 at level 10, 4d6 at level 15, 5d6 at level 20. You can use this ability once per round.

Your pool regains all expended dice when you finish a long rest.

Elemental spells slots

At 7th level, You learnt how to use your spell slots in order to get more elemental magic. As a bonus action You can burn a spell to get back 2+ the spells level to your elemental soul pool of d6's.

 

Elemental command

At 11th level, You'll gain the ability to command creatures that come from the Elemental planes to do your bidding.You can use an action to cast the Dominate Monster on an elemental. you can do this a number of times up to your wisdom modifier (minimum of 1).

You regain this ability after a long rest.

Elemental absorption

At 15th level, You have learnt how to completely nullify elemental damage that is done to you and turn it against your enemies. When you take damage from your chosen element, you can use your reaction and a first level or higher spell slot to gain immunity from your chosen elemental damage until the start of your next turn and For every 5 points of damage you would have taken, You regain 1d6 to your pool of d6's.

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