Base Class: Ranger
Spirit Talker Rangers have learned how to communicate with primal elemental spirits to harness their magic to enhance their weapons and armor.
Level 3: Spirit Talker's Training
You have proficiency with the Arcana skill and the Primordial language. If you already have one of these proficiencies, choose another from the same category. In addition, your study of the elemental planes gives you a bonus to your Intelligence (Arcana or History) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).
Level 3: Elemental Armaments
You beseech elemental spirits to lend their primal magic, channeling it through your weapons and armor as elemental boons.. Whenever you finish a long rest, you can touch two objects, and you imbue a different enhancement into each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield. An enhancement remains on an object until you finish a long rest and an object can bear only one enhancement at a time.
Additionally, any enhanced object can be used as a spellcasting focus for your ranger spells.
Armor of Earth
You channel the power of an earth spirit into your armor or shield. At the start of your turn, you roll a d8. You or a friendly target of your choice within 10 feet of you gain temporary hit points equal to the number rolled. If a spell that restores hit points is cast on the target with these temporary hit points, the temporary hit points are consumed and added as a bonus to the healing done. Only one target can have these temporary hit points at one time.
When you reach 7th level, this option grants resistance to Necrotic damage.
Armor of Lightning
You channel the power of a lightning spirit into your armor or shield. If a creature hits you with a melee attack while you have the imbued armor or shield equipped, the creature takes 1d8 lightning damage.
When you reach 7th level, this option grants resistance to lightning damage.
Armor of Water
You channel the power of a water spirit into your armor or shield. If you cast a spell of 1st-level or higher or after you take damage while you have the imbued item equipped, roll a d8. On a roll of 1, the next spell cast before the end of your next turn does not consume a spell slot.
When you reach 7th level, this option grants resistance to acid damage.
Armor of Wind
You channel the power of a wind spirit into your armor or shield. While you have the imbued armor or shield equipped, you can take the Dash action as a bonus action. When you take the Dash action, roll a d4, and you gain a flying speed equal to 10 times the number rolled until the end of your turn (or half as much as a bonus if you already have a flying speed). Moving while using the flying speed from this feature does not provoke opportunity attacks.
When you reach 7th level, this option grants resistance to slashing damage.
Weapon of Earth
You channel the power of an earth spirit into your weapon. When you hit with the imbued weapon, roll a d6. On a roll of 1, you knock the target prone or you push it up to 15 feet away from you (your choice when triggered).
When you reach 7th level, this option grants resistance to Bludgeoning damage.
Weapon of Flame
You channel the power of a fire spirit into your weapon. When you hit with the imbued weapon or with a spell cast through the weapon, roll a d8, and you gain a bonus to the damage roll equal to the number rolled. This fire damage ignores resistance and immunity.
When you reach 7th level, this option grants resistance to Fire damage.
Weapon of Frost
You channel the power of an ice spirit into your weapon. When you hit with the imbued weapon, roll a d4. The target subtracts the result from attack rolls and saving throws made before the start of your next turn.
When you reach 7th level, this option grants resistance to Cold damage.
Weapon of Wind
You channel the power of a wind spirit into your weapon. When you hit with the imbued weapon or with a spell cast through the weapon, roll a d6. On a roll of 1, you can immediately make an additional weapon attack as part of the same action. The attack made with this effect cannot trigger the effect.
When you reach 7th level, this option grants resistance to Piercing damage.
Level 7: Energy Attunement
The elemental spirits have begun to recognize you as more than a petitioner. Their presence lingers within your armaments, warding you against harm and lending force to your attacks.
You gain resistance to the damage type associated with the enhancements of your equipped armaments as detailed in the individual option entries.
Additionally, when you hit with a weapon attack, you can deal additional damage to the target or to a different creature within 5 feet of the original target. The additional damage equals your wisdom modifier and can be Lightning, Cold, or Fire damage (your choice).
Level 11: Manifestation
Your bond with the elemental spirits has grown beyond simple enchantments. When needed, they are willing to manifest their own magic through your armaments, sustaining it without requiring your full attention.
You learn the Misty Step, Pass Without Trace, Fireball, and Wind Wall spells. You can cast them once each without expending a spell slot per long rest or can cast them using available spell slots. When a spell is cast using the free casting of this feature, the spells do not require concentration.
Level 15: Spirit Walker
You now walk hand-in-hand with the elemental spirits, whose boons answer you with greater strength.
The number of dice rolled for your Elemental Armaments enhancements increases by 1. If an enhancement triggers when you roll a 1, it triggers if any of the dice rolled for that enhancement show a 1.
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