Base Class: Ranger
Elemental Adept
The Elemental Survivalists have a strong accord with nature and the elements. This bond with magic emanates from years of natural study and honed survival skills. United with the power of the natural world, these rangers are excellent pathfinders and bulwarks against natural disasters. Much like druids, Elemental Survivalists often find a greater connection with the land they've studied and it's creatures. The path of the Elemental Survivalist teaches mastery of survival by magical means, an uncanny resistance to the elements, and a deeper connection to the natural world.
Nature's Pupil
At 3rd level, you gain rudimentary magical prowess and upgraded spellcasting ability. You know additional spells equal to the amount of Ranger spells known (as shown on the Ranger Spell table). These spells must come from the Druid spell list and must be of a level you can cast. Wisdom is your spellcasting ability for your Druid spells. You can cast a druid spell as a ritual if that spell has the ritual tag. You must use a spellcasting focus to cast either Ranger or Druid, this focus can be a druidic focus or a longbow or shortbow. You learn one druid cantrip of your choice and an additional cantrip at 9th and 15th level.
Also at 3rd level, gain proficiency in one of the following skills of your choice: Arcana, Nature, Medicine, or Survival.
Elemental Defender
At 7th level, you gain uncanny resistance to nature's wrath and gain one of the following benefits.
Flame Walker
Your magically granted endurance allows you to travel through flames. Gain resistance to fire damage and environments with extreme heat. When touching or traveling through fire you take no damage, however, ending your turn in fire will still inflict damage.
Stormbreaker
Your courage allows you to brave stormy conditions. Gain resistance to lightning and thunder damage. When lightning is released from weather, spells, or creature within a 5 mile radius, you know the exact location it hit and what caused it.
Tundra Adept
Your survival prowess allows you to better navigate frozen terrain. Gain resistance to cold damage and environments with extreme cold. When making wisdom (perception) or intelligence (investigation) checks heavy rain, fog, and other natural effects do not impose disadvantage.
Elemental Archery
At 11th level, your bow can conjure the power of nature and deals an additional 1d10 + Wisdom modifier. Your bow deals either fire, cold, lightning, acid, or poison damage. You must determine the bow's damage type after a short or long rest. Only one bow can have this modifier.
Natural Mastery
At 15th level, you're ability to control the elements has reached perfection. You can now control a single element with ease giving you unique combat abilities. You gain one of the following features of your choice.
Earth's Protection
You can control the ground to protect yourself and strengthen your attacks. If you are in a place surrounded by rock you gain the following benefits. As a bonus action, your skin becomes rocky granting you +2 AC and resistance to poison, piercing, and slashing damage until the start of your next turn. After taking the attack action you may punch a creature or object within range. Roll attack like a normal punch. This attack deals 1d6 + Strength modifier + 2 bludgeoning damage. As a bonus action, you can cast the Meld Into Stone or Move Earth spell without expending a spell slot. You can only cast Move Earth once every short or long rest.
Flame's Fury
You can exert total control over fire to protect your allies and cause turmoil. If you are in the presence of a flame larger than a bonfire, you gain the following benefits. As an action, you may control a 50 ft. cube of fire. You may move the fire 50 ft., extinguish the fire, or cause it to burn stronger. This effect doesn't require your concentration but if you fall unconscious or dismiss the effect the fire will return to normal. As a bonus action you engulf a blade or piece of ammunition in flame. When attacking with this enchanted item it deals an additional 2d6 + Wisdom modifier + 2 fire damage and ignites any flammable object. As a bonus action, you can cast fireball or wall of fire as a 4th level spell without expending a spell slot. You can only cast a spell with this effect once per short or long rest.
Water's Grace
You can exert total control over water aiding you in exploration and combat. If you are in a place surrounded by water you gain the following benefits. As an action, you can move an 100 foot shape of water in any direction up to 100 ft. You can also freeze an 100 ft. area of water or make it part. This effect doesn't require concentration but if you become incapacitated or dismiss the effect then the water will become normal. You gain a swimming speed double your normal movement and have advantage when grappling in the water. As an action, you can cast the Mirror Image spell once per short or long rest without expending a spell slot. These images are made entirely of water and are immune to fire, cold, and poison damage. As a bonus action, you can cast the Fog Cloud spell at any level you can cast without expending a spell slot.
Wind's Blessing
You can control the wind to aid you in combat. If you are in an open place where wind can freely blow you gain the following benefits. When attacking with a ranged weapon, you can choose to add your Wisdom modifier + your proficiency to the attack roll. When you move, you can choose to fly a distance equal to your movement. If you are still in the air by the end of the turn, you fall. As a bonus action, you can cast the Gust of Wind spell without expending a spell slot. You may only apply one of these benefits per turn.
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Posted Feb 17, 2019If anyone has any suggestions to better balance or enhance the class, please feel free to add a comment below. The feature 'Elemental Archery' seems too powerful. If it is causing problems at your table try applying one of the following rules: Can only be used once per turn, doesn't apply wisdom modifier, and/or 1d10 is instead a 1d6. There's a similar problem with the 'Flame's Fury' option as well, try this rule instead: an additional 2d4 + 2 fire damage. The 'Earth's Protection' option is also unclear. If you take the attack action on your turn, as a bonus action, you may make an unarmed strike against an enemy. This attack deals 1d6 + strength + 2 damage.