Base Class: Ranger
The elementalist is a type of ranger that takes their magic and shapes it into an elemental form. These rangers are very heavily sought after by assassin's guilds due to their variety in battle, however many elementalists focus their time on research into the elemental planes and the elements themselves. Those that don't do this are typically hunters that use the element of fire to quickly cook hunted game or sometimes they are apart of elementalist civilizations alongside other druids and shamans.
Most elementalists are not born with these powers. It usually takes a few years, sometimes more, for rangers to gain these powers, and they do so from teachings and researches of the elements and practices that they are taught either from a teacher or from a parental figure. How you came about these powers is up to you, but take into consideration that a lot of your life has gone into gaining these powers that you so greatly desired. Or, maybe you didn't want these powers, but were forced into getting them either at birth or from strict guardians.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit and the Nature skill if you don't already have proficiency with them.
In addition, you learn one of the following languages of your choice: Aquan, Auran, Ignan, or Terran.
Elemental Attacks
At 3rd level, you learn how to manipulate your natural magic to form attacks called elemental attacks. You may choose to use these elemental attacks whenever you hit a creature with a weapon attack. When you gain this feature, you know one elemental attack of your choice (see "Elemental Attack Options" below). You gain an additional elemental attack when you reach the 7th, 11th, and 15th level.
This feature is usable an amount of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.
Magic Attack
At 7th level, you gain the ability to infuse your attacks with magic. Whenever you attack with a nonmagical weapon or use nonmagical ammunition, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the attack immediately after it hits or misses its target.
Elemental Force
At the 11th level, you gain the ability to deal more damage with your elemental attacks. Whenever you decide to use an elemental attack, if the natural attack roll was a 19, it counts as a critical hit.
Elemental Connections
At the 15th level, you learn how to summon elementals to fight alongside you. You gain the conjure elemental and it does not count against the number of ranger spells you know. You may only cast this spell using this feature by summoning an air elemental, an earth elemental, a fire elemental, or a water elemental. Until you unlock access to 5th-level spells, any elemental conjured using this spell has its hit point maximum halved, its size reduced to Medium, its attacks deal one less damage die, and if you summon an air elemental or a water elemental, they do not have access to their Whirlwind or Whelm actions.
If you cast conjure elemental using this feature, it does not require your concentration. In addition, you may decide to summon two elementals rather than one, but they cannot be the same elemental.
This feature is usable once per long rest if you summon only one elemental. If you summon two elementals using this feature, it is only usable once every 7 days.
Elemental Attack Options
The Elemental Attack feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the elements.
If an option requires a saving throw, your Elemental Attack save DC equals your spell save DC.
Fiery Strike
You manipulate your natural magic into the element of fire to strike your enemy with fire. The target of your attack takes an extra 2d8 fire damage. In addition, every creature within 5 feet of your initial target must make a Dexterity saving throw. On a failed save, they take 1d8 fire damage.
The damage of this elemental attack increases to 4d8 at the 11th level.
Freezing Strike
You manipulate your natural magic into the element of water to strike your enemy with freezing ice. The target of the attack takes an extra 1d10 cold damage and they then must succeed on a Constitution saving throw. On a failed save, the creature's speed is halved until the start of your next turn and they cannot make opportunity attacks.
The damage of this elemental attack increases to 2d10 at the 11th level.
Lightning Strike
You manipulate your natural magic into the element of air to strike your enemy with lightning. The target of your attack takes an extra 1d8 lightning damage and they then must succeed on a Constitution saving throw. On a failed save, the target is stunned until the end of your next turn.
The damage of this elemental attack increases to 2d8 at the 11th level.
Thunderous Strike
You manipulate your natural magic into the element of earth to strike your enemy with the sound of thunder. The target of your attack takes an extra 1d10 thunder damage and must succeed on a Strength saving throw. On a failed save, the target is knocked prone.
The damage of this elemental attack increases to 2d10 at the 11th level.
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