Base Class: Ranger
A Ranger is always deadly at range, but when they can imbue fire, lightning, and cold into an attack, they get even more deadly. An Elemental Imbuer can use there magical talents to make their attacks elemental and reek havoc on the foe at the end of the sword or the tip of an arrow.
Attacks of the Elements
At level 3, you gain the ability to imbue your attacks with the elements of the world.
Pick three the shots described below when you reach level 3. Add one more type of attack to your repertoire at levels 5, 9, 13, and 17.
You have a number of uses equal to your Ranger level. You regain all expended uses at the end of a long rest.
Saving throws for elemental attacks is equal to DC 8 + your proficiency bonus + your Wisdom modifier.
Once per turn, when you take the attack action, you can expend one use to imbue a single attack with an element. You must declare the use before making the attack role. The damage for each increases at level 9 and again at 15th. That attack, if it hits a creature or object, it adds the elements extra damage as described below. Saving throws for Elemental Shots equals DC {{savedc:wis}}.
Acid
You deal an extra 1d6 acid damage to the target. If the target it wearing metal armor or wielding a metal shield, the target must make a Dexterity saving throw, on a failure, it's AC from armor or shield is lowered by 1 for 1 minute (if magical), or until mended (if nonmagical). If the bonus from the armor or shield is decreased to 0, that armor or shield is destroyed.
At level 9, the damage increases to 2d6 and AC lowered by 2. At level 15, the damage increases to 3d6 and AC lowered by 3.
Cold
You deal an extra 1d6 cold damage to the target. The target must make a Constitution saving throw, on a failure it's speed is reduced by 10 ft. to a minimum of 5 ft.
At level 9, the damage increases to 2d6 and speed reduced by 20 ft. At level 15, the damage increases to 3d6 and speed reduced by 30 ft.
Fire
You deal an extra 1d6 fire damage to the target. The target must make a Dexterity saving throw, on a failure it takes 1d4 fire damage at the start of it's turn for 1d4 rounds.
At level 9, the damage increases to 2d6 and the lingering damage increases to 2d4. At level 15, the damage increases to 3d6 and the lingering damage increases to 3d4.
Lightning
You deal an extra 1d6 lightning damage to the target. You may pick another creature that has not yet been hit by the lightning this turn within 20 ft. of the target for the lightning to jump to. It must make a Dexterity saving throw or take the extra lightning damage. No creature hit by this can take reactions until the end of its next turn.
At level 9, the damage increases to 2d6 and the lightning jump can hit up to 2 other creatures. At level 15, the damage increases to 3d6 and the lightning jump can hit up to 3 other creatures.
Poison
You deal an extra 1d6 poison damage to the target. The target must make a Constitution saving throw, on a failure it the creature is considered poisoned and takes 1d6 poison damage at the start of it's next turn. If the creatures takes poison damage on its turn, it cannot recover from the poisoned condition.
At level 9, the damage increases to 2d6 and lingering poison damage increases to 2d6. At level 15, the damage increases to 3d6 and the lingering poison damage increases to 3d6.
Psychic
You deal an extra 1d6 psychic damage to the target. The target must make a Wisdom saving throw, on a failure the creature becomes frightened of you and can only reroll the save after 1d6 rounds.
At level 9, the damage increases to 2d6 and the save reroll is after 2d4 rounds . At level 15, the damage increases to 3d6 and the save reroll is after 3d4 rounds.
Thunder
You deal an extra 1d6 thunder damage to the target. The target and any creature within 5ft of the target must make a Constitution saving throw, on a failure, the creature takes half the total damage from that attack and is deafened for 1d4 minutes.
At level 9, the damage increases to 2d6 and the radius increases to 10ft. At level 15, the damage increases to 3d6 and the radius increases to 15ft.
Elemental Restoration
As of level 3, you have learned to regain some of your elements when taking a rest. Once per day when you finish a short rest, you can choose to recover a number expended uses of Attacks of the Elements equal to half your Ranger level (rounded up).
Recovering Assault
At 7th level you learn to salvage a missed attack. When an imbued attack misses its target, you can use your bonus action to target a different creature within range for a melee attack or 30ft. for a range attack of the original target. Roll a new attack role against the new target with disadvantage.
Know the Elements
At 7th level, you start understanding how your attacks come to be. You gain proficiency in the Arcana skill.
Abundant Elemental Attacks
At level 11, you can imbue an attack per attack roll in the attack action. These attacks do not need to be imbued with the same element.
Mastery of the Elements
At 15th level you gain the ability to control more powerful elements.
When you take the attack action you can expend 2 uses of Attacks of the Elements to imbue an attack with Force, Necrotic, or Radiant.
If your Mastery of the Elements shot requires a saving throw, the DC equals: 8 + your proficiency bonus + your Wisdom modifier.
Choose one element from the following list, once you choose this element you cannot change it.
Force
You deal an extra 3d10 damage to the target and all damage dealt by this attack becomes force damage. The target is pushed 10 feet in the direction opposite to where the attack came from and must make a Strength saving throw or fall prone. This movement does not provoke attacks of opportunity. As the target is being pushed you can choose to take another attack at that creature without expending an attack action or your reaction. This attack does normal damage and cannot be imbued.
Necrotic
You deal an extra 3d10 necrotic damage to the target. The target's hit point maximum is decreased by the amount of necrotic damage dealt. Also, you heal an amount of hit points equal to the necrotic damage dealt.
If this hits an undead creature, it instead heals the undead the amount of necrotic damage dealt and it's hit point maximum is not reduced.
Radiant
You deal an extra 3d10 radiant damage to the target. If the target is Evil aligned, they must succeed a Constitution saving throw or take an additional 3d8 radiant damage, taking half on a success. Either success or failure, the creature is surrounded by glowing ribbons of radiant energy, all attacks on that creature until the start of your next turn are made at advantage.
If the target is Good aligned, you must instead succeed a Constitution saving throw or take 3d8 psychic damage, half on a success. Either success or failure, you are considered stunned until the start of your next turn.
Previous Versions
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4/20/2021 4:26:58 AM
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