Base Class: Ranger
The paragon of the cycle can connect with the ocean but also the elemental beyond.
Paragon of the Cycle Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Monster Slayer Spells
| Ranger Level | Spell |
|---|---|
| 3rd | create or destroy water, ice knife |
| 5th | mirror image, misty step |
| 9th | water walk, sleet storm |
| 13th | stoneskin |
| 17th | hold monster |
Channel Nature
When you become the Paragon of the ride, you gain the following two Channel Divinity options.
Paragon of Peace. You can use your Channel Nature to augment your presence with elemental power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Nature's Wrath. You can use your Channel Nature to invoke elemental forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Paragon's Smite
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Aura of Elemental
At 7th level, you are connected to the ancient magic seeping within the elements and it forms an elemental ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
Elemental Ward
At 11th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Elemental Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/18/2026 5:53:30 PM
|
6
|
3
|
--
|
Coming Soon
|
|
|
5/18/2026 6:46:52 PM
|
3
|
1
|
--
|
Coming Soon
|
Comments