Ranger
Base Class: Ranger

Primordial Warriors are Rangers who can harness primal energies born at the creation of the world. Rangers skilled in manipulating these powers can call upon Fire, Water, Earth and Wind drawn from the elemental planes and use such powers to augment strikes and enhance defenses, providing a vital edge against the dark things of the world.

Those who choose to embrace the powers found in the Elemental plane of Earth can make themselves supernaturally durable; those of Water, adaptable and fluid; those of Air, evasive and elusive; and those of Fire, irrepressible and tenacious.

Endurance Against Elements

You learn Primordial, and the spell Absorb Elements. This spell counts as a Ranger spell for you and does not count against your spells known. You can cast this spell once per long rest without expending a spell slot, and cannot cast the spell again this way until the end of a long rest.

Elemental Attunement

At 3rd level, you become attuned to elemental power, drawing on the raw magic of an elemental plane to empower your spells and weapons. Choose between the elemental plane of Earth, Fire, Water or Air. Each choice grants different benefits at 3rd, 7th, 11th and 17th level. You may change your choice of Elemental Attunement when you level up by spending at least 1 hour with a foci of the new chosen element (for example, a campfire for Fire or a stream for Water), losing any benefits of your previous Elemental Attunement when you do so.

Air

Your attunement to the powers of the Elemental Plane of Air grants you the swiftness and grace of the wind. You learn the cantrip Gust. In addition, your walking speed increases by 10ft, and you can take the Dash action as a bonus action on your turn.

Earth

You become attuned to the Elemental power of Earth, empowering your physical self. You learn the cantrip Mold Earth. As a bonus action on your turn you can fortify your being with supernatural resilience, gaining temporary hit points equal to your proficiency bonus. In addition, your unarmed strikes now deal 1d6 bludgeoning damage.

Fire

Your affinity for the power of the Elemental Plane of Fire manifests itself in your martial capabilities. You learn the cantrip Produce Flame. In addition, as a bonus action on your turn, you can imbue your weapon attacks with intense fire, causing them to count as magical for the purpose of overcoming immunity and resistance, and to deal an extra 1d6 fire damage on a hit. This benefit lasts until the start of your next turn.

Water

You are empowered by your attunement to the Elemental Plane of Water, graced with fluid movement and a control of water. You learn the cantrip Shape Water. In addition, you can take the Dodge action as a bonus action on your turn.

Primordial Warrior Magic

As you reach certain levels in this class, you learn spells associated with your choice of Elemental Attunement. These spells count as Ranger spells for you and do not count against your number of spells known. If you change your choice of Elemental Attunement, you lose access to any spells of the previous Elemental Attunement and instead learn the spells available to your level from the new Elemental Attunement.

Air

Attunement with Air grants the following spells when you reach 3rd, 5th, 9th, 13th and 17th level in this class.

Elemental Attunement - Air Spells

Ranger Level Spell
3rd feather fall
5th warding wind
9th call lightning
13th storm sphere
17th control winds

Earth

Attunement with Earth grants the following spells when you reach 3rd, 5th, 9th, 13th and 17th level in this class.

Elemental Attunement - Earth Spells

Fire

Attunement with Fire grants the following spells when you reach 3rd, 5th, 9th, 13th and 17th level in this class.

Elemental Attunement - Fire Spells

Ranger Level Spell
3rd burning hands
5th flame blade
9th fireball
13th wall of fire
17th immolation

Water

Attunement with Water grants the following spells when you reach 3rd, 5th, 9th, 13th and 17th level in this class.

Elemental Attunement - Water Spells

Ranger Level Spell
3rd create or destroy water
5th misty step
9th wall of water
13th control water
17th maelstrom

Ancient Defense

At 7th level, you have augmented your defenses with power drawn from your attuned elemental plane. You gain the following benefits based on your Elemental Attunement.

Air

You can weave through the fray with the swiftness of the wind. Your movement does not provoke opportunity attacks, and your walking speed increases by 10ft.

Earth

The power of Earth vitalizes your body. You gain proficiency in Constitution Saving throws.

Fire

The fire inside you has inured you to some of its danger, to be used to your advantage. 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.

Water

You can still your mind, even in the harshest storms. You gain proficiency in Wisdom Saving throws.

Primordial Empowerment

At 11th level, your manipulation of elemental power has become extraordinary, granting further benefits based on your Elemental Attunement.

 

Air

When you make an attack against a creature and miss, you can make another attack against that creature as a reaction.

Earth

You can now add your Wisdom modifier to your Armor Class.

Fire

Fire damage you deal with your subclass features now ignores resistance to fire damage, and increases to 1d10.

Water

When you take the Dodge action on your turn you have advantage on escaping grapples for the rest of your turn, and cannot be Restrained or Paralyzed until the start of your next turn.

Elemental Embodiment

At 15th level, your affinity to your chosen element allows you to empower your body with raw magic in a surge of primordial energy. You gain the following Investiture spell based on your Elemental Attunement, which counts as a Ranger spell for you and does not count against the spells you know. You can cast this spell once per long rest without expending a spell slot.

Air

You can cast Investiture of Wind once per long rest without expending a spell slot.

Earth

You can cast Investiture of Stone once per long rest without expending a spell slot.

Fire

You can cast Investiture of Flame once per long rest without expending a spell slot.

Water

You can cast Investiture of Ice once per long rest without expending a spell slot.

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