Ranger
Base Class: Ranger

The elementalist is a ranger who taps into the very elements of nature to boost his power. They can use acid, cold, fire, lightning, poison, and thunder damage to boost there damage.

Elemental strike

At 3rd level, you gain the ability to infuse your attacks with elemental damage, pick a damage type from acid, cold, fire, lightning, poison, and thunder, you can change your choice every level, whenever you deal bludgeoning, piercing or slashing damage add 1d10 damage of whatever damage type you picked, this extra damage increases by an extra 1d10 every other level.

Elemental configuration

At 7th level, you can change the damage types of your spells. Whenever you cast a spell that deals damage you can change the damage type of the spell into the damage type that you chose for your elemental strike feature. You can do this a number of times equal to your proficiency bonus + your wisdom modifier (minimum of 1) and you regain all uses on a short rest. If you use this feature on a spell that gives you extra damage for more than one turn, you do not need to reuse the ability to regain the extra elemental damage.

Elemental traps

At 11th level, you create traps that deal damage of your chosen damage type. You can use a action to designate a 5ft by 5ft square that is trapped. Whenever a creature steps on the trapped square they must make a dexterity saving throw against your spell save dc taking 5d8 damage with your chosen damage type on a failed save or half as much on a successful save. Multiple traps can exist on the same square. You can choose that only your favoured enemy can trigger the traps. Only a number of traps equal to your wisdom modifier can exist at the same time.

Elemental creatures

At 15th level, you the abilities of certain animals based off your chosen element.

Acid octopus

while in water you can use a action to gain a 40ft swim speed. If you exit the water you temporarily lose you swimming speed until you renter water. You also gain resistance to acid damage.

Cold cat

You have advantage on perception checks. You also gain resistance to cold damage.

Fire dog

You have advantage on perception checks. You also gain resistance to fire damage.

Lightning bat

while in dim light or darkness you can use a action to grow bat wings and gain a 40ft fly speed. If you enter bright light you lose your wings temporarily until you enter dim light or darkness again. You also gain resistance to lightning damage.

Poison snake

Whenever you hit a creature with a attack you can attempt to poison them, they must succeed on a dc 15 constitution saving throw or be poisoned. You also gain resistance to poison damage.

Thunder owl

while in bright light or dim light you can use a action to grow owl wings and gain a 40ft fly speed. Darkness you lose your wings temporarily until you enter bright light or dim light again. You also gain resistance to thunder damage.

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