Base Class: Ranger
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Talos' Blessing
Upon selecting this subclass your character gains the Talos' Blessing ability. While concentrating on theTalos' Blessing you cannot cast additional spells and you can only activate Talos' Blessing once per short rest (twice at lvl 9, three times and lvl 15, and 4 times at lvl 20). While Talos' Blessing is active instead of your move action and before your attack roll you select an element (detailed below) to imbue your attacks with this element is applied to all of your attacks this turn. Elements will generate additional effects on attack rolls equal or higher than 20 - Wis. mod (I.E. at 16 Wis. additional effects occur at any roll 17 or higher). When counting the number of damage dice or calculating the additional effects the (X) refers to your Wis. mod.
Element list:
Fire: Your attacks do an additional Xd4 and is changed to fire. Additional effect: The target is ignited and takes the fire damage rolled each turn unless the flames are put out (doused in water, covered in dirt) the target may spend one action to put the fire out themselves.
Lightning: Your attacks deals additional damage equal to 1/3 your ranger level rounded up and is changed to lightning (+ 2 damage if the target is wearing metal armor/comprised of metal) the attack then chains to a target you choose within 5ft and continues to chain (5ft from the next target) up to X targets. While the chained attack automatically hit you must roll damage for each target. Additional effect: after rolling for all targets take the highest damage and apply it to all targets.
Water: Your attacks deal additional damage equal to 1/3 your ranger level rounded up and is changed to water. If the target is destroyed or reduced to 0 Hp you regain 2X HP. Additional effect: If the target is destroyed or reduced to 0 hp you may instead split up the healing received between X other friendly characters.
Earth: Your attacks deals additional damage equal to 1/3 your ranger level rounded up and is changed to Bludgeoning. The target must make a Constitution save against your spell DC, if they fail they are pushed back 5 ft. Additional effect: The target makes its saving throw with disadvantage and upon a failure is pushed back 5(X)ft.
Malar's Bloodlust
At level 7 you gain Malar's Bloodlust. Landing a hit on a target increases the damage of your damage by 1, increasing each time you hit the target up to your Wis + Dex mods. Missing an attack or changing targets resets Malar's Bloodlust. Malar's Bloodlust damage increase also applies to the damage inflicted by Talos' Blessing however switching elements also resets the damage bonus. The damage bonus per stack increases to 2 at level 11 and 3 at level 18 however the cap stays the same.
Shaundakul's grace
Upon reaching level 11 you may choose one of these feats.
Persistent winds
If an enemy you have damaged this turn moves more than 5 ft from you, you may dash towards them (up to 120 ft and they must be on the same plane of existence as you). Moving more than 60 ft like this reduces your move speed to 5ft for your next turn (next 2 turns past 100ft) This movement ignores terrain. You can use this ability up to (Wis. mod) number of times per long rest
Ashes in the wind
If an enemy attack misses you, you may use your reaction to move up to 10 ft in any direction and the attacker has a disadvantage on its next attack roll. This movement does not provoke attacks of opportunity. You can use this ability up to (Wis. mod) number of times per long rest
Touched by Silvanus
At level 15 you may choose one of these feats
Become the Beast
The attack bonus from Malar's Fury is increased by 1 and the max damage bonus is doubled
Become the Storm
The attack roll range for the additional effects on Talos' Blessing now becomes 20 - double Wis. mod. A wisdom score of 16 (mod = +3) would gain bonus effect on any successful attack roll over 14.
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