Ranger
Base Class: Ranger

A secret sect of warriors develops the vast control of the battlefield to new heights, quite literally. Adept on molding the elements to its will, the Geohunters are able to bend the elements as they see fit, in use of combat and prowess. Apt warriors with fierce knowledge of their surroundings and the attunement to nature turns them into the apex predators of any one that stands in their path.

Elemental Prowess

As part of your training as a Geohunter, you have attuned yourself to the process of enchanting your weapons with the elements of nature at your disposal. 

On level 3, Choose three from the following elements: Earth, Fire, Grass, Water and Electric. You will be able to choose another element on level 7 and 11, as well as choose from a special pool on level 15, which is compiled of Void, Radiance and Aether. When choosing these elements, you may use your bonus action or reaction to extract that element from a natural source or an arcane source nearby you. This source must be large enough to be occupying at least 1 cubic foot of an area, if natural. You may also perform a 10ft vault while doing so. This movement does not provoke Attacks of opportunity, and may be used as a reaction when being targeted by a dexterity saving throw to double your proficiency for this saving throw, or when targeted by an attack, to add your proficiency score to your AC. You may not perform this maneuver if you have used it as a bonus action.

After enchanting your weapon with the element, your attacks deal extra damage, based on the element that you chose to enchant your weapon. (Earth gives you Adamantine Bludgeoning, Water may give you Ice or Acid, Electric may give you Thunder or Lightning, Grass may give you Poison or Adamantine Slashing). The damage is 1d4 at level 3, but it increases to 1d6 at lvl 7, 1d8 at lvl 11 and 1d10 at lvl 15.

Aether

You may enchant your weapon with the force element, be it from ethereal terrain and force-based spells. One of the rarest elements to attune to, it requires full commitment to the art.

Earth

You may extract the Earth Element from natural bedrocks and man-made buildings made of rock, enchanting your attacks with Adamantine Bludgeoning. If the ground is made of soil and not solid rock, you may not extract this element from it.

Electric

You may enchant your weapon with the electric element, be it from energy-inducing machines, constructs, or thunder and lightning enchantments and spells.

Fire

You may enchant your weapon with the fire element, be it from open flame torches or fire spells conjured nearby.

Grass

You may enchant your weapon with the grass element, be it from Plants, plant-based creatures, poisonous clouds or plant-based spells

Radiance

You may enchant your weapon with the radiant element, be it from hallowed grounds, purifying essences, celestials or radiant-based spells. One of the rarest elements for the geomancer to conduct, it requires complete discipline to the duty.

Void

You may enchant your weapon with the necrotic element, be it from corrupted grounds, undeads, fiends, and necrotic-based spells. One of the rarest elements to attune yourself, it requires full dedication to the art.

Water

You may enchant your weapon with the water element, be it from rivers, oceans, bodies of water, ice or acid pools, as well as spells based on the element.

Target Weakness

The order of rangers are trained to use the elements at their will in the most varied forms, but this does not mean they are not well-versed in combat training.

Whenever you attack a creature for the first time with your weapon, you do so aiming at a weak spot. This strike deals double the weapon damage. This effect can be done again when you enchant your weapon with a different elemental buff, but it may not repeat the effect for any elemental prowess buff (For example: you strike a creature with ice elements, dealing double weapon damage. This effect, however, may not activate again if you have the acid element enchantment ready.)

Elemental Wrath

Your elemental prowess shines through and you are now getting even better at controlling the elements that you can enchant your weapons with.

On level 7, you gain the option to use an attack to perform a special ability that launches the element you are holding at the moment towards an enemy. The enemy then must make a saving throw (DC = 8+Proficiency score+Wisdom Mod+Weapon Tier), depending on the element used for the attack. On a fail, it suffers the effect of the element.

 

Aether

A barrage of energy blasts is launched against creatures that the geohunter chooses in a 60ft radius. The creatures take double elemental prowess damage in force and must make an intelligence saving throw. On a fail, they are incapacitated. On a pass, they only take the damage.

Earth

A rock silhouette of the blade is launched in a 20ft by 5ft line in front of the geohunter, forcing a dexterity save. On a fail, take double the elemental prowess damage in adamantine bludgeoning and is stunned until the end of the geohunter's next turn, on a save, take only half and is not stunned.

Electric

A jolt of lightning is launched in a 30ft by 5ft line in front of the geohunter, stopping at the first creature struck, forcing a dexterity save. On a fail, take tripled elemental prowess damage in either thunder or lightning and is paralyzed until the end of the geohunter's next turn. On a pass, take only half damage and is not paralyzed. This effect will jump to at least a second creature within 15ft of the original target, forcing another save. On a fail, it takes half of the damage endured by the original target and will not be paralyzed. On a pass, it takes no damage.

 

Fire

A waft of flame is launched in a 15 ft cone in front of the geohunter, forcing a dexterity save of all creatures in the area. On a fail, you take tripled elemental prowess damage in fire damage. On a pass, take only half of the damage.

 

Grass

A shrouding gust of spores and leaves is launched in a 20ft cube in front of the geohunter, forcing a dexterity save. On a fail, take tripled elemental prowess damage in either adamantine slashing or poison. On a pass, take only half. Until the end of the geohunter's next turn, the area is considered heavily obscured by foliage. This does not affect the geohunter and is active until he leaves the 20ft square.

 

Radiance

A boon of light is created in a 20ft radius around the geohunter, forcing a wisdom save. On a fail, take tripled elemental prowess damage in radiant and the enemies are completely blinded till the end of the geohunter's next turn. This blinding effect will will also nullify blindsight. On a pass, takes only the elemental prowess full damage.

 

Void

A blast of darkness is created in a 20ft radius around the geohunter, forcing a wisdom save. On a fail, take tripled elemental prowess damage in necrotic, the enemies are affected by the fear spell regarding the geohunter, and the geohunter heals for half of the total damage dealt to his enemies. On a save, the creatures are not feared, but still take the full damage and the geohunter still heals.

 

Water

A blade of ice and acid is launched in a 20ft by 5ft line in front of the geohunter, forcing a constitution save. On a fail, take double the elemental prowess damage as ice or acid and its speed is reduced to 0 until the end of the geohunter's next turn. On a save, take only half and the speed is not reduced.

 

Elemental Bane

Your ability to elemental balance becomes unparalleled in comparison to other warriors. You have mastered how to weave against elemental ailments and knows how to circumvent them.

At level 11, you gain Elementals as your favored enemy. If you already have them as favored enemy, you may choose another creature. You also become proficient in Primordial. If you already know this language, you may learn another language. When targetted by a spell effect that includes any of the elements you have chose on your Elemental Prowess trait, you have advantage on the saving throw, if it requires one, or the enemy has disadvantage on the spell attack roll. You know how to bend the nature to your will and how to avoid elemental attacks with grace and precision.

Supreme Display of Talent

After all the training done by the Geohunter, your prowess with the elements becomes phenomenal and beyond all understanding. You have reached the apex of control and ability of said ability.

Passively, you gain resistance to the element you are holding due to your elemental prowess and the damage of the Elemental Wrath used are considered magical. You also gain a passive effect, depending on the element being held. You may only trigger each effect, if they have an active component, once per long rest.


Avatar form: As an action, you enter an apex elemental state, revealing your gains of the full dedication to the elements.

  • You become Resistant to all elements you have on your Elemental Prowess Class Feat;
  • As a free action, you may choose a different element for your weapon;
  • You may launch each element as an Elemental Wrath attack once;
  • This form lasts for a minute, until dispelled by the geohunter (no action required), or until you launch your last Elemental Wrath.

After using the Avatar form, you are affected by an overwhelming fatigue and gain one level of Exhaustion.

Aether

Your form becomes filled with a mysterious energy, transcending the common body and soul. You may use your action to consume the element and conjure the spell "Disintegrate".

 

Earth

Your skin becomes craggy and resistant. You become resistant to Slashing, Piercing and Bludgeoning damage, as well as acquiring the trait "Immutable Form".

 

Electric

You become quick as lightning, having attuned with the energy in your veins. You may use your action to consume the element and become affected by the spell "Haste". You don't have to concentrate for this spell, and it will last for its common duration, without the end debuff, and you may use your elemental prowess to acquire another element.

 

Fire

You become attuned with the burning flames. You may use your action to consume the element and become affected by the spell "Investiture of Flame". You don't have to concentrate for this spell, but it only lasts until you use the Elemental Prowess to acquire another element.

 

Grass

You are cloaked by nature and become even harder to track. You gain the benefits of the spell "Pass Without Trace" without having to cast it for yourself. This effect stacks with other sources of Pass Without Trace, as long as you are not the caster of the spell.

 

Radiance

Your appearance becomes divine, as you become the essence of light. You may use your action to consume the element and conjure the spell "Sunbeam". You must concentrate for this spell and follow the rules for its casting, and may not acquire another element from your Elemental Prowess.

 

Void

You are surrounded by shadows, becoming the essence of darkness. You may use your action to consume the element and conjure the spell "Circle of Death" at 7th level. You may choose to not be hurt by this spell, but you may not choose other creatures to not be affected by it if they are within the area.

 

Water

You become attuned with the glacial winds. You may use your action to consume the element and become affected by the spell "Investiture of Ice". You don't have to concentrate for this spell, but it only lasts until you use the Elemental Prowess to acquire another element.

 

Geomancy

You have access to extra spells due to your attunement to the elements, being able to use of even more versatile options of tools for your survival.

Previous Versions

Name Date Modified Views Adds Version Actions
3/29/2020 1:55:14 AM
3
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes