Base Class: Ranger
Marked with tempestuous runes, you have become a warden against the destructive forces of elemental chaos. Your body is suffused with this magic, primordial flames fill your footsteps and stormy lightning flashes in your eyes. Your thunderous arrival inspires hope in communities blighted by disaster, and your frigid gaze terrifies the agents of destruction, for you are like a living storm, and while your soft rains bring bounty, terrible is the wrath of your storm.
Calamity Wrangler Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Calamity Wrangler Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Tempest Runes
Runes brimming with elemental power become etched into skin, granting you the following benefits.
Elemental Arcana. You learn the Elementalism cantrip, or another Druid cantrip if you already know it. Whenever you deal damage with a Ranger spell, you can change the damage type to either Acid, Cold, Fire, Lightning, or Thunder.
Tempest Weapon. When you draw a weapon you can imbue it with elemental power to turn it into a Tempest Weapon. The weapon’s damage type changes to either Acid, Cold, Fire, Lightning, or Thunder damage (your choice) and it counts as a spellcasting focus for your Ranger spells. When you deal damage to a creature with this weapon you can burst elemental energy out from the target in a 5-foot Emanation, dealing this damage to any creatures in the area other than the target or yourself. You can deal this extra damage only once per turn.
Storm Gear. As a Magic action, you can conjure a tiny piece of elementally-warded adventuring gear. The conjured item is a tiny piece of adventuring gear that is immune to acid, cold, fire, lightning, and thunder damage. The item disappears in a puff of elemental energy after one hour, if you use a bonus action to touch the item and dismiss it, or if you try to create another item while one already exists.
Primordial Empath
Your encounters with elementals has given you the ability to speak, read, and write Primordial and its dialects of Aquan, Auran, Ignan, and Terran. Whenever you do the Influence action while interacting with an elemental, you can add your Wisdom modifier to the d20 test.
When you learn the spell Calm Emotions at Ranger level 5, it affects Elementals and Humanoids. In addition to the spell's normal effects, creatures targeted by this spell are resistant to all damage from natural Hazards, such as the flames of a wildfire, the falling debris of an earthquake, or the chill of a blizzard.
Tempest Sparks
Crystalized sparks of primordial power form around creatures you target with Hunter’s Mark. Whenever you cast Hunter’s Mark, choose two features from the list below.
Caustic Rupture. The target of your Hunter’s Mark has its AC reduced by 2.
Frigid Miasma. The target of your Hunter’s Mark has its speed reduced by 10 feet.
Blazing Incendiaries. The target of your Hunter’s Mark takes extra fire damage equal to your proficiency bonus when you deal damage to it.
Shocking Jolt. The target of your Hunter’s Mark cannot take Reactions.
Thunderous Delirium. The target of your Hunter’s Mark subtracts 1d4 on saves it makes against your Ranger spells.
All features selected apply to the target of your Hunter’s Mark. You can select an additional Tempest Spark feature when you reach certain Ranger levels, gaining three features at level 11, four at 15, and five at 19.
Elemental Wrangle
Your tempest runes heighten, granting you the power to bind elemental forces. When a creature other than you within 30 feet takes Acid, Cold, Fire, Lightning, or Thunder damage, you can use your Reaction to bind the elemental force into your grasp. All of the original damage is negated, and you make a Wisdom d20 Test against a DC equal to half the total damage. On a success, you gain temporary hit points equal to the damage. On a failure, you take the original damage after applying any appropriate damage immunities, resistances, vulnerabilities, or other effects.
Once you succeed on the d20 Test, you can’t use this feature again until you finish a Short or Long Rest. You can also restore your use of it by expending a spell slot (no action required).
Storm Rider
As a bonus action, which can be the same bonus action you use to cast Hunter’s Mark, you allow tempestuous spirits to inhabit the runes on your body. You gain the following benefits for the next minute.
Weather the Storm. You gain resistance to your choice of Acid, Cold, Fire, Lightning, or Thunder damage. You can change the selected resistance to another option from the list as a bonus action.
Primordial Sunder. Whenever a creature is critically hit by an attack from your Tempest Weapon or it fails a saving throw against one of your Ranger spells, it becomes vulnerable to Acid, Cold, Fire, Lightning, and Thunder damage until the end of the current turn, including the damage of the attack or spell that triggered this feature.
Tempest Jaunt. When you deal Acid, Cold, Fire, Lighting, or Thunder damage to a creature, you can turn yourself into a bolt of elemental energy and teleport to an unoccupied space within 10 feet of the target. You may then make a single attack roll with a Tempest Weapon against the target, provided it is in range. You may teleport in this way only once per turn.
Once you use this bonus action, you cannot use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).
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Posted Mar 18, 2025Where is the spell list friend