Ranger
Base Class: Ranger

The Elemental Marksman is an extraordinary archer whose prowess with the bow is augmented by a profound connection to the elemental forces that govern the natural world. Chosen by primordial entities representing the pure essence of Fire, Ice, Earth, Air, or Lightning, these archers are bestowed with a mystical affinity that allows them to infuse their arrows with elemental power.

Elemental Affinity

At 3rd level, the Elemental Marksman chooses an elemental affinity from among Fire, Ice, Earth, Air, or Lightning. This choice shapes the archer's connection to the elemental plane, influencing their abilities.

Air Affinity

Windrunner's Stride: The Elemental Marksman gains a bonus in dexterity saving throw and acrobatic checks, Equally to your wisdom modifier. This bonus reflects the  connection to the swift and free-flowing nature of the wind, allowing them to move effortlessly across the battlefield.

Earth Affinity

Steadfast Resilience: In moments of adversity or facing mental challenges, the archer's connection to earth grants them unwavering resolve. The Elemental Marksman gains advantage on saving throws against effects that would cause fear, charm, or mental manipulation.

Fire Affinity

Pyrokinetic Expression: The Elemental Marksman can manifest minor pyrokinetic abilities outside of combat. They can create small flames, light candles or campfires without the need of tools, or even perform minor fire tricks for performance or intimidation purposes. Equally of your wisdom modifier

Ice Affinity

Icy Resolve: Your connection to cold makes you exceptionally resilient making it much easier to navigate difficult terrain, you gain bonus in your survival and nature checks, equally to your Wisdom modifier.

Lightning Affinity

Electrified Perception: The Elemental Marksman gains heightened awareness, attuned to the electric energy that courses through their surroundings. They have Bonus Perception and arcana checks related to detecting changes in the environment, equally to your Wisdom modifier

Elemental shot

At 3rd level, you learn to unleash special Elemental effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Elemental Shot Options” below).

Once per turn when you fire an arrow from a ranged weapon as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You gain a pool of Elemental Shots equal to your wisdom modifier (minimum of 1), and you regain all expended uses of it when you finish a short or long rest.

 

Elemental Mastery

At level 7, the elemental marksman's mastery over the chosen element deepens. They gain resistance to the damage type associated with their elemental affinity.

Acid resistance

you gain acid resistance

Cold resistance

you become resistance to the cold

Fire resistance

you become resistance to the fire

Lightning resistance

You become resistance to the lightning

Thunder resistance

You become resistance to the thunder

Elemental Burst

Upon reaching 11th level, the Elemental Marksman can channel a potent surge of elemental energy into their shot. Once per long rest, the archer can make a special Elemental Burst attack, Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 11d6 fire damage on a failed save, or half as much damage Whatever the case giving you 1 Exhaustion point.

The type of damage is determined by the chosen elemental affinity.

Shield of the Elements

As a reaction when you or an ally within 30 feet is hit by an attack, you can summon a shield of elemental energy. The target gains a +2 bonus to AC against the triggering attack and resistance to the attack’s damage type (if it is acid, cold, fire, lightning, or thunder) until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elemental shots options

The Elemental Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the Elements.

If an option requires a saving throw, your Elemental Shot save DC equals 8 + your proficiency bonus + your Wisdom modifier

you get a new shot in lvl 3,3,6,10,15

Air Shot

The Shot gathers the air, the creature hit by the arrow takes an extra 1d8  thunder damage. the shot moves with incredible speed, bypassing Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d8 piercing damage. On a successful save, a target takes half as much damage. which is 1 foot wide and 30 feet long, before disappearing.

The thunder damage increases to 2d8 when you reach 7th level in this class. At level 11th the damage increases to 3d8.

Earth Shot

A creature hit by the arrow takes an extra 1d8 acid damage. The target must also succeed on a Strength saving throw. or be restrained by the entangling, Create Grasping weeds and vines sprout from the ground the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

The Acid damage increases to 2d8 when you reach 7th level in this class. At level 11th the damage increases to 3d8.

Fire Shot

Shots become imbued with flames,  the creature hit by the arrow takes an extra 1d8 fire damage. The target must also succeed on a Constitution saving throw. On a failed save, it takes 1d8 fire damage at the start of the creature turn. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

The Fire damage increases to 2d8 when you reach 7th level in this class. At level 11th the damage increases to 3d8.

Ice Shot

Shot are coated in water, the creature hit by the arrow takes an extra 1d8 cold damage. The target must also succeed on a Constitution saving throw. On a failed save, Freeze enemies in their tracks, and it has disadvantage on the next attack roll it makes before the end of its next turn .

The cold damage increases to 2d8 when you reach 7th level in this class. At level 11th the damage increases to 3d8

Lightning Shot

Shot crackle with electricity, the creature hit by the arrow takes an extra 1d8 Lightning damage. Whether you hit, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes a extra 1d8 lightning damage on a failed save.

The lightning damage increases to 2d8 when you reach 7th level in this class. At level 11th the damage increases to 3d8.

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