Base Class: Ranger
The Elemental Warrior is a ranger who is highly attuned to the elements, and is able to use them as part of their fighting style. Additionally, this subclass provides benefits to interacting with elemental damage (fire, cold, lightning, thunder, and acid), and understanding the primordial balance.
Elemental Warrior Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Warrior 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 Warrior Spells
| Ranger Level | Spell |
|---|---|
| 3rd | burning hands |
| 5th | pyrotechnics |
| 9th | thunder step |
| 13th | storm sphere |
| 17th | conjure volley (works with Elemental Savant!) |
Primordial Ambassador
At 3rd level, you gain the ability to speak Primordial. You have advantage on Charisma checks to interact with elemental creatures.
Elemental Savant
At 3rd level, you learn to draw on the ambient elemental energy of parallel planes.
Whenever you cast a spell that deals elemental damage, you can convert the damage type to another elemental damage type.
Furthermore, once per turn, when you hit a creature with a weapon attack, you can deal 1d6 additional elemental damage of a type you choose. At 7th level, you can convert the entirety of the attack's damage to the chosen type. At 11th level, the damage increases to 2d6, and you can convert the damage types of all attacks you make that turn to elemental damage, potentially choosing different types on each attack.
Surge Prediction
At 7th level, your senses are well attuned to the elemental planes, and quite capable of warning you when a powerful elemental effect is invoked.
You have advantages on saving throws against:
- spells that deal elemental damage.
- instantaneous effects that deal elemental damage.
Chaos Halo
Halo States
| State | Effect |
|---|---|
| Wind | Gain a fly speed of 30ft. |
| Lightning | Become immune to attacks of opportunity. You may move through creatures spaces freely. If you do, they take lightning damage equal to your Wisdom modifier. |
| Water | Creatures of your choice within 15ft of you must make a Strength Saving throw against your spell save DC, or be pushed toward you or away by 15ft. |
| Earth | Gain a +2 bonus to AC, and gain advantage on Strength Saving throws. However, your movement speed is halved. |
| Fire | You emit bright light in a 30ft radius, and creatures of your choice within 10ft of you take fire damage equal to your Wisdom modifier. If a creature also ends its turn within 10 ft, you may cause it to take this damage. |
Fission and Fusion
At 15th level, you gain mastery over elemental energies. Your ability to control the elements can be leveraged to protect you in critical moments.
While your elemental halo is active, you may benefit from two states at once. Furthermore, if you would take damage that would reduce you to 0hp while your Elemental halo is active, you can end your Elemental Halo prematurely and negate the triggering damage.
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