Base Class: Ranger
Some Rangers see the simplicity of the world in it four truest parts: the core four elements, and see it as quite enough to help them. Those who join the Conclave of The Elementalist are those who not only use nature to their advantage, but the raw elements as well to crush those who oppose them and aid their allies.
Elemental Weaponry
When you join this Conclave at 3rd level, you can infuse your weapon with raw elemental energy an amount of times equal to your Wisdom modifier per long rest. Choose either Fire, Earth, Water, or Air. This applies 1d8 of Fire, Acid, Cold, or Lighting damage to your weapon, and the die count increases by 1 at 7th, 11th, and 15th to a maximum of 4d8 extra damage. The weapon also becomes Magical to overcome resistances and immunities. If the weapon is disarmed from you, it loses it's charge.
Enhanced Spellcasting
Upon joining this Conclave at 3rd level, your spellcasting is enhanced by the elements you are becoming familiar with. The spells show on the table count as Ranger spells for you but doesn't count against the amount of spells you know.
| Ranger Level | SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Elemental Defense
Starting at 7th level, you have learned to protect yourself from the elements. You gain a bonus to saving throws that would subjugate you to fire, cold, acid, and lightning damage that is equal to your proficiency bonus.
At 10th level, you can ward magics you have studied away from you. After a long rest, you also gain resistance to 1 of the mentioned damages, and you can change it after a long rest as well. You also no longer suffer exhaustion from hot or cold climates, can pass through snowy or rocky difficult terrain without penalties to movement, and can survive in areas with higher elevation.
Elemental Ally
At 11th level, you can preform a 1-hour ritual once every 3 days to summon a CR 5 Elemental, and choose which Elemental it is out of Fire, Earth, Water, and Air. As a part of the ritual, you must use the twice the material components of the Conjure Elemental spell. This ritual can take place during a short rest.
The Elemental is friendly to you and your allies, has temporary hit points equal to half of your hit point maximum that are lost after 24 hours, and is summoned until it dies, you choose to dismiss it, or after 48 hours.
Elemental Understanding
At 15th level, you become one with the elements. After you finish a long rest, you can choose to gain immunity to 2 damage types, you're choices being fire, cold, acid, and lightning damage.
Also, once per day, if you are ever hit by an attack you have immunity to, you can redirect it to the source of the attack and deal 1/3rd (rounded up) of the original damage. The immunity has to be one of the four previously mentioned.
Finally, anyone or anything that is under the Elemental creature tag sees you as neutral, unless they are already your ally, and will not attack you unless you attack them.
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