Base Class: Ranger
The Elementamaster is not a master of the 4 elements, in the same sort of way that some harness elemental magics. Instead, the Elementamaster understands the importance of type combinations, their strengths, and their weaknesses. Even through difference creatures, the elementamaster can manage to diversify their skillset with proper preparation.
Elementamaster Types
At 3rd level, you become a master of type matchups, conjuring advantageous elements to assist you in defeating a variety of foes. Each type has a unique property that you learn at different levels; and those types can be infused into your special partners. These partners are conjurations of your imagination, powered by the elements you have learned. Whenever you cast a ranger spell using your ranger spell slots, you summon a creature, assuming that spell meets the conditions for at least one known type. The creature appears within 5ft of you, and takes its turn during your turn. If commanded with a bonus action, it will take an action. Otherwise, it can only move in a way you verbally command. You can control only one of these creatures at once, with the old one being unsummoned if you summon a new one.
Your spirit has hit points equal to 1d6 x your ranger level (do not roll, just assume each level is a roll of 4) and has an AC of 0. If it is killed, a creature with the same type of it cannot be summoned until the next long rest.
Type: Normal. This can be used when you cast a spell that deals weapon damage. It gives no advantages or disadvantages. Its attack is a melee attack (5ft) that uses your weapons' to hit and damage type, your strength score to hit and damage, and a 1d6 for the base die.
When you summon an amount of these creatures equal to your proficiency bonus, you cannot summon more until you finish a long rest.
Type Variety
Beginning at 7th level, you learn a variety of new types to utilize in a summon.
Fire Type - When you cast a spell that deals fire damage, you can conjure a fire spirit. It has a ranged spell attack (60ft) using your wisdom modifier for the to hit and damage, and 2d4 base damage. If this attack hits 3 times in a row, it ignites the target, dealing 1d4 fire damage at the beginning of each creature's turn until extinguished (using an action or ability that can extinguish flame).
Water Type - When you cast a spell that deals cold damage, you can conjure a water spirit. It has a ranged spell attack (60ft) using your wisdom modifier for the to hit and damage, and 2d4 base damage. If hitting a creature with a fly speed, it deals 2d4 additional damage, and that fly speed is halved. If you have the dragon type unlocked, this deals an additional 4d4 damage to dragons.
Grass Type - When you cast a spell that mentions plants or beasts, you can conjure a grass spirit. The spirit may take an action to cast either cure wounds or entangle, using your spellcasting ability and DC upcasted to the highest ranger spell slot you have.
Dual Type Spec
Starting at 11th level, you may have your spirits have two types, if a spell meets both conditions giving them more options. If your spirits take an action to attack, it can make a second attack it knows.
Electric - If you cast a spell that does lightning damage, you can use this type. The spirit can cast the lightning bolt spell as an action.
Ground - If you cast a spell that targets specifically the ground, such as spike growth or earthquake, you can use this type. The creature can use it's action to cast erupting earth. In addition, if a creature takes lightning damage within 10ft of the spirit, it can use it's reaction to take the damage of that ability, instead. The spirit is immune to lightning damage.
Steel - If you cast a spell that changes a creature's AC, you can use this type. The spirit learns to cast barkskin, except the spell is called ironskin, and it's AC value is changed to 22. It also has this spell applied to itself
Trainer's Bond
Beginning at 15th level, you learn to evolve your spirits into a more powerful form. Their attacks add your proficiency bonus +3 to hit and damage, and their spells get the same bonus to their DC.
This technique can also be used on you as a bonus action, once per day. You evolve until the end of your next turn, allowing you to cast any spell except wish (using it's normal casting speed, materials, ect) with a 5th level ranger spell slot. However, that spell must satisfy the condition to summon a spirit, and you must summon that spirit. The spirit learns that spell, but can only cast it a single time.
Dragon - When you cast a spell that increases movement, you can use this on your spirit. It becomes mountable, allowing you to ride it, and it gains a fly speed of 50ft. It learns the Dragon's Breath spell applied to it, using your spell save DC.
Ghost - When you cast a spell that gives resistance to bludgeoning, piercing or slashing, you can use this on your spirit. It can cast Ominous Winds, and it is immune to nonmagical bludgeoning, piercing and slashing damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/5/2024 5:06:55 AM
|
14
|
1
|
1
|
Coming Soon
|
|
|
8/5/2024 9:07:54 PM
|
41
|
1
|
--
|
Coming Soon
|
Comments