Ranger
Base Class: Ranger

Elemental Duelists are those who command the fundamental elements of nature in battle. Perhaps they wander the elemental planes, or guard the portals to those planes. Perhaps they received a blessing from a chromatic dragon. In any event, these rangers are able to use elemental magic to enhance thier attacks and bolster thier defenses.

Elemental Duelist Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Duelist 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 Duelist Spells

Ranger Level Spell
3rd Frost Fingers, Burning Hands
5th Warding Wind
9th Lightning Bolt
13th Fire Shield
17th Immolation

Magical Assessment

At 3rd level, your knowledge of elemental magic gives you the ability to quickly assess a creature's offensive and defensive capabilities with that magic.

After rolling initiative, choose one creature you can see. You instantly know if the creature has immunity or resistance to any of the following damage types: acid, cold, fire, lightning, or thunder. You also know whether the creature uses attacks that have damage of any those types, though you do not know the specifics of the attacks. 

Primordial Blades

At 3rd level, you can imbue your melee weapons with elemental energy, increasing their damage.

You can activate this ability as a free action. If you do so, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Any melee weapons you are holding become enveloped in energy of the selected damage type.

A weapon gains this benefit until your concentration ends (as if you were concentrating on a spell), you use this feature again, or it leaves your hand.

Anytime you hit with one of the weapons imbued with this feature, the attack does an additional 1d6 of the selected damage type.

At level 11, the damage increases to 1d8.

Wind Glide

At 7th level, you gain the ability to use your wind magic to levitate yourself.

As an action, you can give yourself a flying speed of 30 for 1 minute. You can use this feature a number of times equal to your wisdom modifier (minimum 1). You regain expended uses when you finish a long rest.

Element Mastery

At 11th level, you gain mastery over the elements, rivaling that of most creatures. Whenever you hit a creature with one of your weapons imbued with Primordial Blades feature, that creature losses any resistance to the chosen element until the start of your next turn (including for the triggering attack).

Elemental Resistance

At 15th level, your connection with the elements have improved your defenses to them. You gain resistance to acid, cold, fire, lightning, and thunder damage.

Previous Versions

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