Base Class: Ranger
Rangers of the Disaster Conclave draw their strength from natural disasters. Some choose to use this power to save, while others use it to cause more disasters.
The subclass was created for the Subclasseptember 2022 challenge!
Disaster Attunement
Each ranger of the Disaster Conclave chooses a different natural disaster to draw their strength from. You choose your Disaster Attunement or determine it randomly, using the Disaster table.
Disaster Attunement
| d4 | Disaster | Element |
|---|---|---|
| 1 | Eruption | Fire |
| 2 | Flood | Water |
| 3 | Quake | Earth |
| 4 | Whirlwind | Air |
You have advantage on Wisdom and Intelligence checks related to the disaster that you are attuned to.
(Author's Note: You only need to choose your attunement for this feature; the others should automatically fill themselves in on your sheet. Don't choose an option for the other features unless you want to have your sheet flooded with 4 copies of the same feature.)
Eruption
You are attuned to blazing eruptions, representing the element of fire. You have advantage on Wisdom and Intelligence checks related to fire and eruptions.
Flood
You are attuned to murky floods, representing the element of water. You have advantage on Wisdom and Intelligence checks related to water and floods.
Quake
You are attuned to earth-shattering quakes, representing the element of earth. You have advantage on Wisdom and Intelligence checks related to earth and earthquakes.
Whirlwind
You are attuned to tempestuous whirlwinds, representing the element of air. You have advantage on Wisdom and Intelligence checks related to air and whirlwinds.
Elemental Magic
Elemental Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Magic Spells table. Each Disaster Attunement has a different list of spells associated with it. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Elemental Magic Spells
| Ranger Level | Eruption | Flood | Quake | Whirlwind |
|---|---|---|---|---|
| 3rd | burning hands | create or destroy water | earth tremor | feather fall |
| 5th | flaming sphere | blur | spike growth | warding wind |
| 9th | fireball | tidal wave | erupting earth | fly |
| 13th | wall of fire | control water | Evard’s black tentacles (appear as tendrils of earth) | freedom of movement |
| 17th | cloudkill | maelstrom | destructive wave | control winds |
Eruption
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Magic Spells table. Each Disaster Attunement has a different list of spells associated with it. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Flood
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Magic Spells table. Each Disaster Attunement has a different list of spells associated with it. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
(Tidal Wive and Maelstrom are XGTE - you'll have to add them yourself. Or substitute an appropriate spell; I trust you to be responsible with this power.)
Quake
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Magic Spells table. Each Disaster Attunement has a different list of spells associated with it. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
(Earth Tremor and Erupting Earth are XGTE - you'll have to add them yourself, or substitute an appropriate spell. I trust you to be responsible with this power.)
(Destructive Wave is licensed despite being PHB - same goes for that too.)
Whirlwind
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Magic Spells table. Each Disaster Attunement has a different list of spells associated with it. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
(Warding Wind is XGTE - you'll have to add it yourself. Or substitute in an appropriate spell; I trust you to be responsible with this power.)
Elemental Strike
At 3rd level, you learn to empower your attacks with an Elemental Strike based on your Disaster Attunement. You can only use an Elemental Strike once per turn.
Eruption. When you hit a creature with a weapon attack, you can deal 1d4 additional fire damage and light the target ablaze. At the start of each of its turns, an affected creature takes 1d4 fire damage. This blaze extinguishes after 1 minute, or when a creature uses its action to extinguish it.
Flood. When you hit a creature with a weapon attack, you can deal 1d4 additional cold damage and force it to make a Dexterity saving throw against your Ranger spell save DC. On a failed save, your attack covers the target in muck. While this muck is on a creature, it is poisoned. This muck disappears after 1 minute, or when a creature uses its action to remove it.
Quake. When you hit a creature with a weapon attack, you can deal 1d4 additional bludgeoning damage and force it to make a Strength saving throw against your Ranger spell save DC. On a failed save, the creature is knocked prone.
Whirlwind. When you hit a creature with a weapon attack, you can deal 1d4 additional slashing damage and force it to make a Strength saving throw against your Ranger spell save DC. On a failed save, the creature is pushed 10 feet away
Eruption
At 3rd level, you learn to empower your attacks with an Elemental Strike based on your Disaster Attunement. You can only use an Elemental Strike once per turn.
Eruption. When you hit a creature with a weapon attack, you can deal 1d4 additional fire damage and light the target ablaze. At the start of each of its turns, an affected creature takes 1d4 fire damage. This blaze extinguishes after 1 minute, or when a creature uses its action to extinguish it
Flood
At 3rd level, you learn to empower your attacks with an Elemental Strike based on your Disaster Attunement. You can only use an Elemental Strike once per turn.
Flood. When you hit a creature with a weapon attack, you can deal 1d4 additional cold damage and force it to make a Dexterity saving throw against your Ranger spell save DC. On a failed save, your attack covers the target in muck. While this muck is on a creature, it is poisoned. This muck disappears after 1 minute, or when a creature uses its action to remove it.
Quake
At 3rd level, you learn to empower your attacks with an Elemental Strike based on your Disaster Attunement. You can only use an Elemental Strike once per turn.
Quake. When you hit a creature with a weapon attack, you can deal 1d4 additional bludgeoning damage and force it to make a Strength saving throw against your Ranger spell save DC. On a failed save, the creature is knocked prone.
Whirlwind
At 3rd level, you learn to empower your attacks with an Elemental Strike based on your Disaster Attunement. You can only use an Elemental Strike once per turn.
Whirlwind. When you hit a creature with a weapon attack, you can deal 1d4 additional slashing damage and force it to make a Strength saving throw against your Ranger spell save DC. On a failed save, the creature is pushed 10 feet away
Eye of the Storm
At 7th level, you are capable of creating a moment of respite in even the most hostile conditions. You learn the spell Leomund’s tiny hut, and can cast it as an action. When cast in this way, the spell lasts until the end of your next turn, instead of its usual duration.
Once you use this feature, you can’t use it again until you finish a long rest.
Walking Catastrophe
At 11th level, you constantly channel the power of nature. You are immune to the effects of extreme weather, nonmagical difficult terrain, heavy rain, and fog. In addition, while you are not incapacitated, creatures of your choice take damage equal to your proficiency bonus at the end of each of your turns. The damage type of this effect is the same damage type as your Elemental Strike.
Eruption
While you are not incapacitated, creatures of your choice within 10 feet of yourself take fire damage equal to your proficiency bonus at the end of each of your turns.
Flood
While you are not incapacitated, creatures of your choice within 10 feet of yourself take cold damage equal to your proficiency bonus at the end of each of your turns.
Quake
While you are not incapacitated, creatures of your choice within 10 feet of yourself take fire damage equal to your proficiency bonus at the end of each of your turns.
Whirlwind
While you are not incapacitated, creatures of your choice within 10 feet of yourself take slashing damage equal to your proficiency bonus at the end of each of your turns.
Unnatural Disaster
Starting at 15th level, you learn to use the elements to protect yourself when you are the most defenseless. If you are reduced to 0 hit points,you can immediately cast one of your known spells as if it were cast with a 9th-level spell slot. If it has a duration, the spell lasts for its full duration, requiring no concentration, or until you dismiss it (no action required).
Once you use this feature, you can’t use it again until you finish a long rest.
-
View User Profile
-
Send Message
Posted Oct 14, 2022This subclass is also available on Homebrewery here: https://homebrewery.naturalcrit.com/share/ScJSW6R2CFL0