Ranger
Base Class: Ranger

Elemental Guardians protect the places in the Material Plane where the elements are at their most volatile and dangerous. This might include a perilous whirlpool, a constantly erupting volcano, a gale-torn desert, or a place tormented by earthquakes. Wherever the location, Elemental Guardians protect them and creatures in the area with jealous zeal. Elemental Guardians not devoted to protecting a specific area patrol the world, guarding against encroaching elemental forces.

Elemental Alteration

At 3rd level, whichever element you have spent the most time near has changed you. You choose which element it is, or determine it randomly using the Elemental Alteration table.

d4 Alteration
1 Fire
2 Water
3 Air
4 Earth

Once per turn, when you hit a creature with a weapon attack, you can add 1d6 damage to the damage roll of that attack. The damage type of this damage is fire if you chose Fire, cold if you chose Water, thunder if you chose Air, or bludgeoning if you chose Earth. This damage is magical. In addition, that creature must succeed on a Strength saving throw against your spell save DC or be pushed 5 feet back.

The additional damage increases to 2d6 when you reach 8th level, 3d6 when you reach 13th level, and 4d6 when you reach 18th level.

Elemental Alteration (Air)

You choose Air for your Elemental Alteration. Thunder is your damage type for the additional damage.

Elemental Alteration (Earth)

You choose Earth for your Elemental Alteration. Bludgeoning is your damage type for the additional damage.

Elemental Alteration (Fire)

You choose Fire for your Elemental Alteration. Fire is your damage type for the additional damage.

Elemental Alteration (Water)

You choose Water for your Elemental Alteration. Cold is your damage type for the additional damage.

Elemental Guardian Magic

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

Elemental Guardian Spells

Ranger Level Fire Water Earth Air
3
 
Control flames, burning hands Shape water, fog cloud Mold earth, earth tremor Gust, jump 
5 Aganazzar's scorcher Blur Spike growth Gust of wind
9 Flame arrows Tidal wave Erupting earth Wind wall
13 Wall of fire Watery sphere Stone shape Storm sphere
17 Immolation Maelstrom Wall of stone Control winds

Ride the Current

At 7th level, you have gained the skill necessary to conjure and ride a magical current of your elemental energy. You can spend your action to move a number of feet equal to your walking speed without provoking opportunity attacks. Each creature you come within 5 feet of during this movement must make a Dexterity saving throw against your spell save DC or take 2d8 + your Wisdom modifier of the damage dealt by your Elemental Alteration.

You can use this ability a number of times equal to your proficiency bonus, and you regain all expenses uses on a short or long rest.

Ride the Current (Air)

Thunder is your damage type for Ride the Current.

Ride the Current (Earth)

Bludgeoning is your damage type for Ride the Current.

Ride the Current (Fire)

Fire is your damage type for Ride the Current.

Ride the Current (Water)

Cold is your damage type for Ride the Current.

Avatar of the Elements

At 11th level, you can transform yourself into an avatar of the primordial chaos which makes up the Elemental Planes. You gain the following benefits:

  • When you are targeted by an attack and you are within 5 feet of a moving source of your chosen element that fills at least a 1-foot cube, you can use your reaction to roll 1d4 and subtract the number rolled from the attack roll.
  • When you attack a creature within 5 feet of a moving source of your chosen element that fills at least a 1-foot cube, you can roll 1d4 and add the number rolled to your attack roll.
  • You can use your bonus action to manipulate the flow of primordial energy around a creature you can see within 30 feet of you. For 1 minute, that creature’s speed is reduced or increased (your choice) by 15 feet and you can choose for that creature to ignore difficult terrain. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) and regain all uses on a short or long rest.

Elemental Rend

At 15th level, you can spend your action to create a rend in space to one of the elemental planes at a point you can see. You choose which direction the rend faces. When you do, you can choose one of the following two options:

Torrent. The rend pours out elemental energy. Each creature in a 40-foot cone outward from the rend and in the direction which the rend faces must make a Dexterity saving throw against your spell save DC. A creature takes 4d10 + your ranger level force damage, is pushed 20 feet back, and is knocked prone on a failed save. A creature takes half as much damage and isn’t knocked prone or pushed back on a successful save. The rend disappears at the end of the turn when created in this way.

Vortex. The rend pulls every creature native to the elemental plane the rend leads to within a 40-foot cone in the direction the rend faces into it. Each creature within that area meeting that description is considered to be affected by a banishment spell cast by you, except the save required is a Strength save and you needn’t maintain concentration on the spell. The rend disappears at the end of the turn when created in this way.

Respite. The rend leads to a safe place in the wilderness of the elemental plane it leads to. The rend acts as a portal to that place. To enter the rend, a creature must spend their action and their full movement. A creature exiting the rend reappears within 5 feet of the rend on the other side of it. The rend lasts for 12 hours or until you dismiss it in an action when created in this way.

You may only open a rend a number of times equal to your proficiency bonus before taking a long rest.

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