Base Class: Ranger
Tenets of the Warden
Wardens of the Elements live by instinct and balance, binding themselves to the wild forces of nature:
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Storm, Flame, and Frost. The elements are neither good nor evil — only necessary.
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Balance in the Wild. To master the elements is to walk between chaos and control.
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Nature’s Wrath. When civilization threatens the wilds, you answer with fire, frost, and thunder.
Level 3: Elemental Strike
You learn to channel elemental power through your weapons. When you finish a long rest, choose one element: cold, fire, or lightning. You remain attuned to this element until you choose again.
Once per turn, when you hit with a weapon attack (melee or ranged), you can:
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Replace the weapon’s damage type with your attuned element.
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Deal an extra 1d4 elemental damage.
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Elemental Arrows / Ranged Attacks: When you make a ranged weapon attack, you can declare it as an Elemental Arrow, dealing an extra 1d6 damage of your attuned element on a hit. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). All uses are regained on a long rest.
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Melee Clarification: Melee weapon attacks can also trigger the Elemental Arrow effect.
Cold Attunement
You attune to the still and merciless frost. The chill of endless winters hardens your spirit, and your strikes carry the bite of ice that slows all who stand against you.
Fire Attunement
You attune to the wild and consuming flame. Passion and fury burn within you, and your arrows strike with the force of a wildfire, leaving only ash in their wake.
Lightning Attunement
You attune to the storm’s raw fury. Restless energy crackles through your veins, and your attacks strike with the swiftness and inevitability of thunderbolts
Level 3: Elemental Sense
Your attunement extends beyond combat. You gain:
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The ability to cast detect magic as a ritual, sensing the lingering presence of your attuned element in a 30-foot radius (faint traces of heat, currents of air, or frost). This does not reveal creatures.
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Minor environmental manipulation:
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Cold: Chill a cup of water, create harmless frost on the ground (slight narrative effect).
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Fire: Light a candle, ignite tinder, warm an object.
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Lightning: Create tiny sparks, illuminate a small object, or magnetize a coin.
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Level 7: Elemental Infusion
Your bond to the elements deepens.
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Whenever you deal elemental damage with this subclass, add your proficiency bonus to that damage.
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You gain resistance to the damage type of your attunement.
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Elemental Adaptation. You can subtly alter your environment to reflect your element:
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Cold. Chill water or create patches of harmless frost (preserve food, cool objects).
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Fire. Ignite flammable material no larger than a campfire.
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Lightning. Create harmless sparks, briefly magnetize a small metal object, or recharge a mundane device like a lantern.
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Level 11: Greater Elemental Arrows
Your Elemental Strikes now deal an additional 1d6 extra damage of your attuned element.
In addition when you use an Elemental Arrow, choose the effect based on your attuned element:
Lightning Fury (Lightning). When you hit a target with this arrow, lightning leaps to up to two other creatures of your choice within 10 feet of the original target. Each secondary creature takes 2d6 lightning damage.
Exploding Arrow (Fire). When you hit a target with this arrow, it explodes in a 10-foot radius. All creatures in the area must make a Dexterity saving throw against your spell save DC, taking 3d6 fire damage on a failed save, or half as much on a successful save.
Freezing Arrow (Cold). When you hit a target with this arrow, it takes an additional 2d6 cold damage and must make a Constitution saving throw against your spell save DC:
On a failed save, the target’s speed is reduced to 0 until the start of your next turn.
On a successful save, the target’s speed is reduced by 10 feet until the start of your next turn.
Level 15: Avatar of the Elements
At 15th level, you can unleash the full might of elemental power. As a bonus action, you enter an Avatar state for 1 minute. While in this state:
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Your weapon attacks deal an extra 1d8 damage of your attuned element.
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When you would take damage of your attuned element, your resistance transforms into absorption. Instead of taking damage, you regain hit points equal to half the damage you would have taken after resistance.
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Once during this transformation, you may cast Call Lightning without expending a spell slot. When casting it this way, the storm manifests according to your attuned element:
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Lightning: Standard lightning bolts from the sky.
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Fire: A fiery storm, dealing fire damage instead of lightning.
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Cold: A hailstorm, dealing cold damage instead of lightning.
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You can use this feature once per long rest.
Level 15: Elemental Mastery
At 15th level, your control over the elements extends beyond combat. You can shape your attuned element for brief, harmless effects, similar to the Prestidigitation or Druidcraft cantrips. For example:
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Fire. Part or mold flames up to a 5-foot cube.
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Cold. Freeze or thaw up to a 5-foot cube of water.
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Lightning. Send a harmless bolt of lightning to illuminate an area, magnetize a small object, or recharge a mundane device like a lantern.
These effects cannot cause damage but allow dramatic environmental influence.
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