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## Elemental Ranger Archetypes This little compendium is both a throwback to the Warden class of 4e and an attempt to make a supplement for the Ranger class that deviates from the standard 5e version of the class, capturing the flavor of warriors channeling the powers of the elemental planes of Air, Earth, Fire and Water. These subclasses are intended for the standard Ranger but can function perfectly fine with the Revised Ranger. If you are using that class variant with this supplement, just remember to add the Extra attack class feature at 5th level and you're all set. ### Earthwarden Conclave Mostly coming from large underground settlements or cities carved in hillsides, the Earthwardens call any place were their feet and head may rest on firm ground as home. Although trusting towards anyone who calls them a friend, these individuals have strong opinions about almost everything, not to everyone's liking. Standing firmly with both feet on the ground and hard to change their ways, Earthwardens make stoic adventurers, ready for any hardship they may encounter. #### Earthwarden Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Earthwarden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Earthwarden Spells | Ranger level | Spells | |:----:|:-------------| | 3rd | *Earth Tremor* | 5th | *Earthbind* 9th | *Erupting Earth* | | 13th | *Stone Shape* | | 17th | *Wall of stone* | #### Roots of Stone You feel at ease when ever there is firm ground beneath your feet, there is something comforting in the connection between man and earth. Starting at 3rd level, you learn the Primordial language. Furthermore, you learn the *Magic stone* and *Mold earth* cantrips. Wisdom is your spellcasting ability modifier for these spells. #### Hungry Earth The wounds you inflict on your opponent quickly fester as his blood turns a putrid green and almost seems to eat away the flesh and sinew encasing it. Beginning at 3rd level, when you hit a creature with a weapon attack, you can use a bonus action to inflict an additional 1d8 acid damage on the strike. \columnbreak #### Deepstone Sentinel You are part of the soil you walk upon, sharing it's strength and resilience. Starting at 7th level, you gain resistance to acid damage. Furthermore, you have advantage on all saving throws and ability checks against any spell or effect that would move you against your will or render you prone. #### Blood of the Soil Your weapon dripping with vitriolic liquid, each strike makes your opponent more cautious in his advances. Beginning at 11th level, when you use your Hungry earth class feature, you ignore the targets resistance to Acid damage and treat immunity to Acid damage as resistance instead. Furthermore, the target has disadvantage one the first weapon attack it makes before the end of your next turn. #### Form of the Crushing Mountain The ground rumbles as you are seemingly swallowed by the earth itself, only to emerge as a being made of solid stone. Starting at at 15th level, you can use an action on your turn to assume the form of a *Earth elemental*, as a Druid using *Wild Shape*, with the following differences: * your melee attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. * you gain a bonus on all melee attack and damage rolls equal to half your Wisdom modifier, rounded down. * the transformation lasts for a number of minutes equal to your Ranger level. * you can speak and cast spells as normal, providing that the spells you cast don't require material components. Once you use this feature, you can't use it again until you finish a long rest.
##### Artwork credit goes to Douglas Reverie:
Levistej | Elemental Ranger Conclaves
\pagebreak ### Flamewarden Conclave Most often hailing from arid deserts and similar inhospitable places of extreme heat, Flamewardens are commonly brash and impulsive, wearing their heart on their sleeve. Quick to make friends but even quicker to find enemies, these individuals are either trusting allies or heated foes, accepting no ambivalence in their disposition to their surroundings. #### Flamewarden Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Flamewarden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Flamewarden Spells | Ranger level | Spells | |:----:|:-------------| | 3rd | *Burning hands* | 5th | *Continual Flame* 9th | *Fireball* | | 13th | *Fire shield* | | 17th | *Immolation* | #### Born of Ash Your very skin is unnaturally warm to the touch and a slight smell of ash is ever present in your vicinity. Starting at 3rd level, you learn the Primordial language. Furthermore, you learn the *Produce flame* and *Control flames* cantrips. Wisdom is your spellcasting ability modifier for these spells. #### Incinerate A surge of flame travels across your weapon and sets your foe ablaze in a mere instant. Beginning at 3rd level, when you hit a creature with a weapon attack you can use a bonus action to inflict an additional 1d8 fire damage on the strike. #### Playing with Fire As you feel the pain of your wound grow across your body, in feat of heated rage, you summon primordial energies that smite your foes with deep red flames. Starting at 7th level, you gain resistance to fire damage. Whenever a creature within 10 feet of you hits you with an attack, you can use you reaction to inflict 1d8 + your Wisdom modifier of fire damage upon that creature. #### Fan the Flames What was once a small fire is now a blistering inferno, each of your strikes being engulfed in a fiery blaze. Beginning at 11th level, when you use your *Incinerate* class feature, you ignore the targets resistance to Fire damage and treat Fire immunity to as resistance instead. Furthermore, the damage die of both your *Incinerate* and *Playing with fire* class features increase to a d12. \columnbreak #### Form of the Scorching Sirocco Thick black smoke surrounding you, you step into the elemental plane of fire and emerge as an avatar of conflagration. Starting at at 15th level, you can use an action on your turn to assume the form of a *Fire elemental*, as a Druid using *Wild Shape*, with the following differences: * your melee attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. * you gain a bonus on all melee attack and damage rolls equal to half your Wisdom modifier, rounded down. * the transformation lasts for a number of minutes equal to your Ranger level. * you can speak and cast spells as normal, providing that the spells you cast don't require material components. Once you use this feature, you can't use it again until you finish a long rest.
##### Artwork credit goes to Soheil Danesh:
Levistej | Elemental Ranger Conclaves
\pagebreak ### Frostwarden Conclave Hailing from lands of eternal ice and traversing the cold norther sees, Frostwardens are a rare sight in populated and civilized areas. Those that do decide to leads life of adventure are very slow to make friends. Their demeanor often cold and untrusting, speaking only when necessary and showing very little emotion, these individuals use their actions, rather then words, but always in a calculated, almost unnerving manner. #### Frostwarden Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Frostwarden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Frostwarden Spells | Ranger level | Spells | |:----:|:-------------| | 3rd | *Ice Knife* | 5th | *Hold Person* 9th | *Slow* | | 13th | *Ice Storm* | | 17th | *Cone of Cold* | #### Heritage of Ice Your skin is always cold to the touch, and water almost seems to turn a more translucent and vibrant shade of blue, whenever you are nearby. Starting at 3rd level, you learn the Primordial language. Furthermore, you learn the *Ray of frost* and *Shape water* cantrips. Wisdom is your spellcasting ability modifier for these spells. #### Frostburn Your blade shedding white mist as you pull it out of your enemies torso, you see his wound and the skin around it turning paler by the second. Beginning at 3rd level, when you hit a creature with a weapon attack you can use a bonus action to inflict an additional 1d8 cold damage on the strike. #### Gift of the Depths With little concern, you jump into the rapid waters of the icy mountain stream, these cold waters are your home. Starting at 7th level, you gain resistance to cold damage. Furthermore, you gain a swimming speed of 30 feet, and you can breathe air and water. #### Flash Freeze Your weapon glows with a bluish hue, as you strike your foes, their very blood starts to crystallize and turn to ice. Beginning at 11th level, when you use your *Frostburn* class feature, you ignore the targets resistance to Cold damage and treat immunity to Cold damage as resistance instead. Furthermore, the target's speed is halved and it can't take reactions until the end of your next turn. #### Form of Winters Herald Everyone around you can physically feel the temperature drop to bellow zero and the humidity rise to unbearable levels as you step into the elemental realm of water and emerge as a being made of pure, sentient liquid. Starting at at 15th level, you can use an action on your turn to assume the form of a *Water elemental*, as a Druid using *Wild Shape*, with the following differences: * your melee attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. * you gain a bonus on all melee attack and damage rolls equal to half your Wisdom modifier, rounded down. * the transformation lasts for a number of minutes equal to your Ranger level. * you can speak and cast spells as normal, providing that the spells you cast don't require material components. Once you use this feature, you can't use it again until you finish a long rest.
##### Artwork credit goes to Richard Sashigane:
Levistej | Elemental Ranger Conclaves
\pagebreak ### Stormwarden Conclave Although some of them prefer the isolation of high peaks and windswept plains, Stormwardens are a common sight across the world, yet rarely really ever call a place home. Their lifestyle is often that of adventure and travel, finding new excitement wherever their nomadic nature may lead them. Unnervingly calm on the outside, they are fierce warriors when provoked, jolting across the battlefield like a lightning storm made flesh. #### Stormwarden Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Stormwarden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Stormwarden Spells | Ranger level | Spells | |:----:|:-------------| | 3rd | *Feather Fall* | 5th | *Gust of wind* 9th | *Fly* | | 13th | *Storm sphere* | | 17th | *Control Winds* | #### Silence calls the Storms You constantly radiate a sense of unnerving calm accompanied by a gentle breeze ever softly whispering in your presence. Starting at 3rd level, you learn the Primordial language. Furthermore, you learn the *Gust* and *Lightning lure* cantrips. Wisdom is your spellcasting ability modifier for these spells. #### Tempest Assault With a crack of lightning and a thunderous echo, your weapon clashes against you enemy, sending jolts of electricity across his body. Beginning at 3rd level, when you hit a creature with a weapon attack, you can use a bonus action to inflict an additional 1d8 lightning damage on the strike. #### Step of the Gale As if stepping on thin air, your stride is as light as the winds of spring but can quickly build up to a furious gale. Starting at 7th level, you gain resistance to lightning damage. Furthermore, your movement speed increases by 10 feet and you may ignore nonmagical difficult terrain. #### Lightning strikes Twice Live lightning dances across your blade and jumps from foe to foe, leaving it's mark upon their flesh. Beginning at 11th level, when you use your *Tempest assault* earth class feature, you ignore the targets resistance to lightning damage and treat immunity to lightning damage as resistance instead. Furthermore, when you use your *Tempest Assault* class feature, you can designate another creature within 10 feet of the original target. That creature takes lightning damage equal to 1d8 + your Wisdom modifier. #### Form of Winds Fury Channeling the primal fury of the storm you briefly step into the elemental plane of air and emerge as a embodiment of the raging tempest. Starting at at 15th level, you can use an action on your turn to assume the form of a Air elemental, as a Druid using Wild Shape, with the following differences: * your melee attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. * you gain a bonus on all melee attack and damage rolls equal to half your Wisdom modifier, rounded down. * the transformation lasts for a number of minutes equal to your Ranger level. * you can speak and cast spells as normal, providing that the spells you cast don't require material components. Once you use this feature, you can't use it again until you finish a long rest.
##### Artwork credit goes to YamaOrce:
> ##### Homebrew in progress > As any homebrew material, this is a concept that can only benefit from feedback of the community or actual playtesting. So feel free to do either, or both.
Levistej | Elemental Ranger Conclaves