Ranger
Base Class: Ranger

An ancient art of element weaving has disappeared over the a years. A type of druidic understanding that weaves the elements into their arrows to mimic arcane spells. Those that embrace the chaotic nature of the elements understand that their power can not be contained, but can be controlled to use its power properly. With the capability of infusing their shots with Nature based magic, these rangers find their element within nature and attune to its powers,  gaining additional resistances and abilities with the attuned biome. Those that created this ancient art have made homes around the world in different environments to learn, absorb and control its power for themselves, though the art to this day has not been revived until...

Elemental Affiliation

Starting at 3rd level you gain benefits depending of your favored tarian, when you gain additional favoured terrains at 6th and 10th level, you can only attune to one type per long rest.

Arctic - Cold, Resistant to Cold damage

Desert- Fire, Resistant to Fire damage

Coast - Lightning, Resistant to Lightning

Mountain - Thunder, Resistant to Thunder damage

Swamp - Poison, Resistant to Poison

Forrest - Acid, Resistant to Acid

Underdark - Necrotic, Resistant to Necrotic

Meadow - Radeint, Resistant to Radiant



Elemental Arrows

Elemental Arrows

Starting at 3rd level, you can use an action to spend one spell slot to activate your Elemental Arrows for 1 minute, this counts as conistration spell for the ranger if they cast it at 1st or 2nd level, 3rd level and up it is no longer considered concentration. Once per turn, you can use your bonus action to imbue your arrow with magic, when you make yourfirst ranged attack on your turn, you can roll 1d10 to determine the element of the arrow.

Depending on you favored terrain, numbers 9 and 10 on the Elemental Arrow dice are treated as the corresponding damage types as shown in Elemental Affiliation, when you gain additional favored terrain at 6th and 10th level, you can chose to replace the 9 and 10 with your other favored terrain element though only one type can be attuned to both numbers, you can only change your attunement once per long rest. (Elemental arrows can not be recovered, keep track of how many arrows you have)

 You can fire as many elemental arrows equal to your wisdom modifier + 1/2 your ranger level per activation of the elemental arrow feature.

1 Cold - Deals an additional 1d6 cold damage, and must make a con save, on a fail their speed is reduced by 10ft 

2 Fire - Deals fire damage to anyone within 5ft of the arrows impact, those other then the initial target if hit must make a dex save, on a fail take 2d6 fire damage or half on a success, if the target of the arrow is hit, they fail the save automatically 

3 Lightning -  Deals an additional 1d6 lightning damage and must make a Con Save or be stunned until the end of your next turn

4 Thunder -  This arrow dose not have to hit to activate, if the arrow lands within 5ft of an enemy, they must make a Dex Save or be pushed 10ft the opposite direction where the arrow landed, this can only affect 1 target. If you hit a creature, they have disadvantage on the Dex Save and are pushed back.

5 Poison -  Deals 1d6 poison damage and must make a Con Save or be poisoned until the end of its turn.

6 Acid - Deals 2d4 acid damage, on its turn, it must make a Con Save or take 2d4 acid damage again, they must repeat this save at the start of each of its turns until they succeed ending the effect. If they fail, it has a 10% chance to spread to a nearby enemy within 5ft

7 Necrotic -  Deals 1d10 necrotic damage, you heal for the amount rolled, and must make a Con Save or have their max health reduced by the Necrotic damage

8 Radiant - Deal 1d6 radiant damage, roll a d4 to determine the effect

  1. Dex save or be blinded until end of turn
  2. Wis save or have disadvantage on next saving throw they make
  3. Int save or glow with light 5ft radius, next attack on target has advantage
  4. Deals 1d6 extra radiant damage



Elemental affiliation

Starting at 3rd level you gain benefits depending of your favored tarian, when you gain additional favored terrains at 6th and 10th level, you can only attune to one type per long rest.

Arctic - Cold, Resistant to Cold damage

Desert- Fire , Resistant to Fire damage

Lightning - Coast, Resistant to Lightning

Mountain - Thunder, Resistant to Thunder damage

Swamp - Poison, Resistant to Poison 

Forrest - Acid, Resistant to Acid

Underdark - Necrotic, Resistant to Necrotic 

Meadow - Radiant, Resistant to Radiant / 



Elemental Bane

Starting at 3rd level, you learn how to make sure your elements affect your favored enemies. When your favored enemy is making a save against your elemental arrows, they have disadvantage

Favored By The Elements

Starting at 7th Level, you can use your elemental arrows twice a turn but targeting different creatures. Additionally you can forgo one of your attacks to gain the ability to choose which element you use. (you must use your bonus action still to activate your Elemental arrows)

Share the Magic

Starting at 11th level, Elemental Affiliation applies to any ally within 15ft of you or your animal companion if you have one. You can also imbue an ally with an element of your choice. As an action, you can spend 1 spell slot to give your ally 1 of the 8 elements, they are immune to that type of damage, and any attack (ranged, melee, or spell) they do once per turn can activate the effect of the element. Though the effect is only as strong as casting at 1st level, anything higher does not affect the power. This is considered a concentration spell.

Aura of Elements

Starting at 15th level, you can use an action to create an aura of 30ft of your favored tarian that lasts for 1 minute. Choose 1 of your favored terrains. While this arua is active, all your attacks are attuned to that element. Any enemy within the aura must make the save or be affected with the elemental types' effect as if it were casted at a 1st level spell. If you have elemental arrows activated before you create the aura, then the effect of the aura is equivalent to the spell's level to a max level of 3rd. You can't use this aura again until you finish a long rest.

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