Ranger
Base Class: Ranger

Ranger Subclass

Elemental Conjurers use a long-forgotten form of magic- the magic of controlling the Elemental Plane's power. They manipulate the Inner Plane’s elemental forces to make effects happen that benefit them. People who follow that path tap into the primordial forces around them to create mystical effects to help them fight evil. They defend the Inner Planes in a unique way that no others can replicate.

 

Level 3: Elemental Conjurer Magic

Starting at 3rd level, you learn to speak Primordial. This allows you to converse with anyone that speaks its dialects; Aquan, Auran, Ignan, and Terran. In addition, you learn additional spells when you reach certain levels in this class, as shown in the Elemental Conjurer Spells table. The spells count as ranger spells for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd ice knife
5th scorching ray
9th call lightning
13th watery sphere
17th steel wind strike

Level 3: Nature's Fury

At 3rd level, you learn to weave elemental power into your weapon strikes.

Once per turn, after you make a weapon attack, you can choose to deal extra damage. Choose one damage type: acid, cold, fire, lightning, poison, or force. The attack deals an extra 1d8 of that type, or 2d8 if you are attacking a favored enemy.

Nature's Fury - Acid

  • At 11th level, this extra damage increases to 2d8, or 3d8 against favored enemies.

  • You regain all expended uses when you finish a long rest.

Nature's Fury - Cold

The attack deals an extra 1d8 of that type, or 2d8 if you are attacking a favored enemy.

Nature's Fury - Fire

The attack deals an extra 1d8 of that type, or 2d8 if you are attacking a favored enemy.

Nature's Fury - Force

The attack deals an extra 1d8 of that type, or 2d8 if you are attacking a favored enemy.

Nature's Fury - Lightning

The attack deals an extra 1d8 of that type, or 2d8 if you are attacking a favored enemy.

Nature's Fury - Poison

The attack deals an extra 1d8 of that type, or 2d8 if you are attacking a favored enemy.

Level 7: Wind Spirit Strike

Description:

At 7th level, your attunement with the primordial forces gives you the ability to briefly control the wind. When you make a ranged attack, you can use a bonus action to conjure a wind spirit to assist you. The wind spirit wraps around your projectile, granting one of the following benefits:

  • Reroll a missed ranged attack that did not have disadvantage. You must take the new roll.

  • Turn a normal hit into a critical hit.

  • Use the weapon’s long range without disadvantage.

  • Double both the short and long range of the weapon.

You can use this feature once per long rest.

Level 11: Adaptable

Description:

At 11th level, your bond with the primordial elements allows you to adapt your body to your surroundings. When you finish a long rest, you can choose up to two of the following adaptations:

  • A climbing speed equal to your walking speed

  • A swimming speed equal to your walking speed

  • Hold your breath for up to 1 hour

  • Resistance to temperatures between -50°F and 200°F without side effects

  • Ignore all difficult terrain

These benefits last until you finish your next long rest.

Level 15: Elemental Avatar

Description:

At 15th level, you can fully embody the essence of a primordial element. As an action, you transform into your Elemental Avatar, gaining a set of temporary powers based on your chosen element. This transformation lasts for 1 minute, or until you dismiss it as a bonus action.

You must finish a long rest before using this feature again.

🔥 Fire Elemental:

  • Resistance to fire and cold damage

  • When a creature hits you with a melee attack, you can use your reaction to force them to make a Dexterity saving throw against your spell save DC. On a failed save, they take 2d6 fire damage (half on success)

  • Your melee attacks deal an extra 2d6 fire damage


🌊 Water Elemental:

  • Resistance to acid and poison damage

  • You can breathe water

  • You gain a swimming speed equal to twice your walking speed

  • As an action, you can shoot a 30 ft long, 5 ft wide water blast. Each creature in the line must make a Dexterity saving throw against your spell save DC:

    • Failed Save: 3d8 acid damage, pushed 15 feet, and knocked prone

    • Success: Half damage, no push, no prone


🪨 Earth Elemental:

  • Resistance to bludgeoning, piercing, and slashing damage

  • Your Armor Class increases by your proficiency bonus

  • As part of the Attack action, you may forgo one attack to use Fist Strike:

    • Make a melee attack using your proficiency bonus and twice your Strength modifier

    • On a hit, the target takes 3d8 bludgeoning damage + twice your Strength modifier, and must succeed a Strength saving throw vs your spell save DC or be knocked prone


🌬 Air Elemental:

  • Resistance to lightning and thunder damage

  • Gain a flying speed of 60 feet

  • As an action, release a 30 ft long, 15 ft wide cone of compressed air. Each creature in the cone must make a Strength saving throw vs your spell save DC:

    • Failed Save: 3d8 lightning damage, pushed 15 feet, and falls prone

    • Success: Half damage, no push or prone

Air Elemental

🌬 Air Avatar:

  • Resistance to lightning and thunder damage

  • Gain a flying speed of 60 feet

  • As an action, release a 30 ft long, 15 ft wide cone of compressed air. Each creature in the cone must make a Strength saving throw vs your spell save DC:

    • Failed Save: 3d8 lightning damage, pushed 15 feet, and falls prone

    • Success: Half damage, no push or prone

Fire Elemental

🔥 Fire Elemental:

  • Resistance to fire and cold damage

  • When a creature hits you with a melee attack, you can use your reaction to force them to make a Dexterity saving throw against your spell save DC. On a failed save, they take 2d6 fire damage (half on success)

  • Your melee attacks deal an extra 2d6 fire damage

Stone Elemental

🪨 Earth Elemental:

  • Resistance to bludgeoning, piercing, and slashing damage

  • Your Armor Class increases by your proficiency bonus

  • As part of the Attack action, you may forgo one attack to use Fist Strike:

    • Make a melee attack using your proficiency bonus and twice your Strength modifier

    • On a hit, the target takes 3d8 bludgeoning damage + twice your Strength modifier, and must succeed a Strength saving throw vs your spell save DC or be knocked prone

Water Elemental

🌊 Water Elemental:

  • Resistance to acid and poison damage

  • You can breathe water

  • You gain a swimming speed equal to twice your walking speed

  • As an action, you can shoot a 30 ft long, 5 ft wide water blast. Each creature in the line must make a Dexterity saving throw against your spell save DC:

    • Failed Save: 3d8 acid damage, pushed 15 feet, and knocked prone

    • Success: Half damage, no push, no prone

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