By taking the path of an elementalist the Ranger seeks to become one with the elements around them. Drawing from the natural magics of the wilds, you can create elemental storms and imbue weapons with the fury of nature. The Elementalist is a force of the natural world.

Energy Points Level: 3

Beginning at 3rd level, you have a strong connection to the land represented by your Energy Points. Your have an Energy Points equal to your Ranger level, and recover all of your Energy Points on a long rest. Your Energy Points are used to fuel your Elemental abilities.
Saving Throws. Some of your elemental features require a creature to make a saving throw to resist the emental features effects. The saving throw DC is calculated as follows:

Elemental Save DC = 8 + your proficiency bonus + your Wisdom modifier

Your Elemental abilities have variable effects based on what environment you are within when the ability is used. You can consult the Following Table for your current elemental Damage Type, which will be referenced within your elemental features as elemental damage.

  • Arctic: Cold
  • Coast: Lightning
  • Desert: Fire
  • Forest: Poison
  • Grassland: Lightning
  • Mountain: Cold
  • Swamp: Poison
  • Underdark: Acid
  • Urban: Thunder

Essence of the Land Level: 3

Beginning at 3rd level, you can manipulate the elements to create effects from the terrain around you. To channel from the terrain you are within requires 2 Energy Points, whereas channel from a terrain you are not within requires 3 Energy Points.

Choose a point within 90 feet of yourself that you can see. You cause an elemental storm to appear, matching the environment that you are channelling. This elemental storm has a 15 foot radius from the chosen point and causes the area to become lightly obscured.

Whenever a creature first enters the elemental storm on its turn or begins its turn within the storm the creature must make a Constitution saving throw or take 3d8 + your Wisdom modifier in elemental damage on a failed save, or half as much elemental damage on a success. You are immune to the effects and damage of your own storm.

While this storm rages, you can use a Bonus Action to move the storm 10 feet in any direction. This effect remains for 1 minute. You must maintain concentration on the elemental storm as if concentrating on a spell in order to keep the storm active. The elemental storm can be dispelled or countered, as if the storm was a spell cast using a spell slot equal to one third of your Ranger level (rounded down).

To determine any added effects that occur whenever a creature fails this saving throw look below for the element of the storm.


Arctic – Biting Cold.

A whirlwind of snow and ice begins circling your area of choice. All creatures in the area that fail their Constitution saving throw cannot perform somatic components to spells or interact with objects until the beginning of their next turn.


Coast – Drench.

A heavy thunderstorm begins to pour down on your area of choice. All creatures in the area that fail their Constitution saving throw become drenched in water, they do not add their Strength or Dexterity modifier to their damage rolls until the beginning of their next turn.


Desert – Sandstorm.

A whirlwind of sand to begins circling your area of choice. All creatures in the area that fail their Constitution saving throw become blinded until the beginning of their next turn.


Forest – Choking Spores.

A flurry of spores erupt in the area, exploding on impact into a fine dust. All creatures in the area that fail their Constitution saving throw begin hacking and coughing violently, making them unable to speak, use verbal components to spells, and gaining disadvantage on Ranged attack rolls until the beginning of their next turn.


Grassland – Twister.

A powerful and loud wind fills the area, crackling with static energy. All creatures within the twister are considered Deafened. All creatures in the area that fail their Constitution saving throw become disoriented and fall prone.


Mountain – Frigid Mist.

A cold mist fills the area, coating everything in frigid dew, and dropping the temperature to below freezing. All creatures in the area that fail their Constitution saving throw have their movement reduced by 15 feet on that turn.


Swamp – Miasma.

A thick toxic gas envelops your area of choice. All creatures in the area that fail their Constitution saving throw become poisoned until the beginning of their next turn.


Underdark – Acid Rain.

A light black rain falls down within the area, singeing organic matter and releasing a burning smell. All creatures in the area that fail their Constitution saving throw have disadvantage to maintain Concentration on spells, and can not take the Dash action until the beginning of their next turn.


Urban – Clamorous Visions.

A thick fog filled with sounds and visions of other creatures envelops the area of choice. All creatures in the area that fail their Constitution saving throw become distracted by these visions and are unable to perform reactions until the beginning of their next turn.

Surging Elements Level: 5

Starting at 5th level, your connection to the elements aids your weapon. You can use an action to perform an Elemental Surge. As part of this action you must make an attack roll using a weapon against a creature within your range. On hit, the target suffers the attacks normal effects, and you cause an elemental surge, which channels your current terrain, to begin at the targets location.

As part of the elemental surge you can choose up to 2 different creatures within 5 feet of your target, including the target itself. Those creatures must succeed a Constitution saving throw, or take 1d8 + your Wisdom modifier in elemental damage. If the target is within your elemental storm, this effect can target any other creature within the storm in addition to any creature within 5 feet of your target.

You may expend any number of Energy Points in order to increase the number of creatures you can choose by your elemental surge by an equal amount.

Embody the Land Level: 7

Beginning at 7th level, you have gained a stronger connection to the elements around you. So strong is this bond that you begin to take on the traits and characteristics of the environment you are within. You gain resistance to the damage type that matches the terrain you are currently in.

Imbue with Elements Level: 11

Beginning at 11th level, you can channel the elements of the natural world around you directly into your weapons. Whenever you hit a creature with a weapon attack, you can choose to channel the terrain and expend 1 Energy Point to deal an additional 2d8 elemental damage. To channel from a terrain you are not within requires 2 Energy Points.

Land Lore Level: 15

Beginning at 15th level, you have been given the boon of the lands, who guide you on your many journeys and quests. Your Wisdom increases by 4, and your maximum wisdom is increased to 24.

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