Ranger
Base Class: Ranger

Primordial Protectors are those that preserve civilizations against the natural and unnatural happenstances that plague the world. They are inherently connected to the forces of nature, and can tame the very world to protect things that they deem important. Central to their dogma is that the elements are their ward, and they are the vessels through which the world speaks through.

Primordial Attunement

When you choose this archetype at 3rd level, you can choose to attune yourself to a force of nature that you wish to protect the world from. You can choose your attunement from the following table, or determine it randomly by rolling a d6. Your choice determines the spells you get at later Ranger levels through this feature.

d6 Associated Calamity Associated Damage Type
1 Wildfire Fire
2 Flash Flood Acid
3 Snowstorm Cold
4 Thunderstorm Lightning
5 Whirlwind Thunder
6 Landslide Bludgeoning

 

Flash Flood

Through the sheer fury of the crashing waves and the all encompassing cold that comes with it, you gain the tenacity of a flash flood.

Ranger Level Spells
3rd Create or Destroy Water
5th Acid Arrow
9th Tidal Wave
13th Watery Sphere
17th Maelstrom

 

Landslide

The trembling earth beneath your feet doesn't scare you, for you embody the unrelenting force of a Landslide.

Ranger Level Spells
3rd Earth Tremor
5th Earthbind
9th Erupting Earth
13th Stone Shape
17th Wall of Stone

 

Snowstorm

Pulsing with the unearthly chill of the deep-set Rime, you have the collected coolness of a Snowstorm.

Ranger Level Spells
3rd Ice Knife
5th Hold Person
9th Slow
13th Ice Storm
17th Cone of Cold

 

Thunderstorm

As quick as a flash, you strike, bringing with you the terrifying might of a Thunderstorm. 

Ranger Level Spells
3rd Feather Fall
5th Shatter
9th Lightning Bolt
13th Storm Sphere
17th Control Winds

 

Whirlwind

Moving at ease in the cloak-whipping gusts around you, you embody the sadistic freedom of a Whirlwind.

Ranger Level Spells
3rd Thunderwave
5th Gust of Wind
9th Fly
13th Freedom of Movement
17th Control Winds

 

Wildfire

Embodying the hunger of flame, you gain the righteous fury and reckless abandon of a Wildfire.

Ranger Level Spells
3rd Burning Hands
5th Continual Flame
9th Fireball
13th Fire Shield
17th Immolation

 

Creation's Gift

Also at 3rd level, you know how to speak with with primal forces of the world around you.

You learn Primordial, and can speak and understand any of its dialects. Furthermore, you learn one cantrip from the following list, which counts as a Ranger spell for you: Produce Flame, Control Flames, Shape Water, Gust, or Mold Earth.

Catastrophic Weapon

Also at 3rd level, you can augment your weapon strikes with calamitous magic.

As a bonus action, you can engulf a weapon you wield with the element determined by your Primordial Attunement feature. The engulfed weapon lasts until you end it as a bonus action, you let go of the weapon, until you are incapacitated, or until it is targeted by the Dispel Magic spell.

While your weapon is engulfed, you gain the following benefits:

  • The weapon becomes magical, and deals damage based on your associated damage type.
  • Once during each of your turns, you can deal an additional 1d6 damage of your associated damage type to one creature you hit with a weapon attack.

Worldwarder

Starting at 7th level, you have been exposed to the calamities of the world enough that you are inured to it. You gain a special benefit depending on your Primordial Attunement.

In addition, when you engulf your weapon in elemental magic by way of your Catastrophic Weapon feature, you can extend its powers to engulf your entire body. As a bonus action, you gain temporary hit points equal to your Ranger level, which replace any temporary hit points you may have. You lose these temporary hit points when you release control on your Catastrophic Weapon.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.

Bedrock Inurement

You gain resistance to Bludgeoning damage.

You also have advantage on saving throws made against being knocked Prone.

Bolt Inurement

You gain resistance to lightning damage.

You can take the Dash action as a bonus action, causing lightning to engulf your feet. Once you use this bonus action, you cannot do so again until you finish a short rest.

Flare Inurement

You gain resistance to fire damage.

You are also able to sense any source of open flame within 100 ft. of you that is not behind total cover.

Frigid Inurement

You gain resistance to cold damage.

You also ignore Difficult Terrain made of snow or ice.

Gale Inurement

You gain resistance to thunder damage.

You can take the Disengage action as a bonus action. Once you do so, you cannot do so again until you finish a short rest.

Wave Inurement

You gain resistance to Acid damage.

You also gain a swimming speed equal to your walking speed, and are able to breathe normally underwater.

Creation's Truth

At 11th level, your understanding of the primality of the world around you deepens.

As an action, you can choose to conjure a weapon you are proficient with out of pure elemental energy. The weapon uses your spell attack bonus, and the damage type it deals is that of your Primordial Attunement choice, and is considered magical for the purpose of overcoming resistance and immunity to nonmagical damage. The weapon is able to exist for 1 minute, but you are able to dismiss it early (no action required).

Once you summon a weapon of this kind, you cannot do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to do so again.

Apocalyptic Knowledge

At 15th level, your knowledge of how the world operates reaches its peak.

You learn one 6th level spell from the Wizard spell list. This spell counts as a Ranger spell for you, and does not count against the number of spells you know.

You can cast this spell once before you must finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes