Ranger
Base Class: Ranger

Rangers who specialize in elemental magic, Primordialists bond with a particular element and become one with it, granting them mastery over its domain.

Infused Strikes

Starting at 3rd level, you can infuse your attacks with the essence of a particular element. Choose one of the following elements: Air, Earth, Fire, Storm, or Water. Whenever you hit a creature or object with an unarmed or weapon attack, you can cause that target to take an additional 1d6 damage. The damage type taken depends on your chosen element. Slashing damage for Air, Lightning damage for Storm, Bludgeoning damage for Earth and Water, and Fire damage for Fire.

Once you reach 11th level in this class, the additional damage from this feature becomes 1d8.

Elemental Strider

Also at 3rd level, the bond with your chosen element allows you to traverse its home plane with ease. While you're in the elemental plane of your chosen element, you and your allies gain the benefits of your Natural Explorer class feature as if the plane itself were your favored terrain. These benefits also apply to matching locations on the material plane, such as an ocean for Water, a volcano for Fire, or a cavern for Earth.

Primordial Magic

Also at 3rd level, you bond with a particular element, granting you powerful spells. Choose one of the following elements; Air, Earth, Fire, Storm, or Water, and consult the appropriate table below. You gain the listed spells as additional spells that don't count against the number of spells you know. These spells count as Ranger spells for you. You can cast these spells as a bonus action without any components a number of times equal to your Proficiency Bonus, regaining all expended uses upon the completion of a long rest.

Air

Ranger Level Spells
3rd fog cloud
5th gust of wind
9th wind wall
13th summon elemental (air only)
17th control winds

 

Earth

Ranger Level Spells
3rd earth tremor
5th spike growth
9th erupting earth
13th stoneskin
17th wall of stone

 

Fire

Ranger Level Spells
3rd burning hands
5th scorching ray
9th fireball
13th wall of fire
17th immolation

 

Storm

Ranger Level Spells
3rd thunderwave
5th skywrite
9th lightning bolt
13th storm sphere
17th conjure elemental (Dust Devil only)

 

Water

Ranger Level Spells
3rd create or destroy water
5th misty step
9th tidal wave
13th control water
17th maelstrom

Heart of the Elements

At 7th level, your body has become attuned to your chosen element. You gain resistance to the same damage type as your chosen Infused Strikes element. Additionally, as a Reaction, you can gain immunity to that same damage type until the start of your next turn, including against the triggering attack. Once you use this feature, it cannot be used again until the completion of your next short or long rest.

Primordial Marking

Starting at 11th level, you've learned how to infuse your elemental magic into your Ranger marking abilities. Whenever you cast Hunter's Mark or use your Favored Foe feature on a target, that target loses any resistances it has to the damage type of your Infused Strikes feature. This loss of resistance lasts until the target is no longer affected by your Hunter's Mark or Favored Foe.

Elemental Clash

Upon reaching 15th level, you can call upon a surge of primordial magic in times of great need. Whenever you're targeted by a spell or ability that uses elemental magic, such as a dragon's breath weapon, you can use your Reaction to roll a number of d6's equal to your Ranger level. If the result is equal to or higher than the damage of the incoming attack, you negate that attack and inflict the remainder of the damage onto the attacker as the same damage type as your Infused Strikes feature. If the result is less than the damage of the incoming attack, deduct the number you rolled from that attack's damage.

Once you use this feature, it cannot be used again until the completion of your next long rest.

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