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### Primal Enforcer Conclave You have deepened your connection to nature and have learned to harness its purest energies, the four elements. With primordial power in hand, the Primal Enforcer defends both their fellows and the natural world from elemental threats. However, an elemental that wishes to be a protector alongside such a ranger will find a fast friend and comrade.
> ***Version 1.0 | By lobstaris*** > > > ***[Ephere](https://pathfinderwiki.com/wiki/File:Ephere.jpg)*** by Carlos Villa, for *Paizo*. > > ***[Howl](https://www.deviantart.com/claparo-sans/art/Howl-620587689)*** by Phong Anh. > > Made with **[GM Binder](https://www.gmbinder.com/)**. \columnbreak #### Elemental Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. ##### Elemental Spells | Ranger Level | Spell | |:--:|:-----------| | 3rd | *absorb elements* | | 5th | *dragon's breath* | | 9th | *elemental weapon* | | 13th | *elemental bane* | | 17th | *conjure elemental* | #### Primal Affinity At 3rd level, you've gained an affinity with the forces of nature. You have adapted to cold and hot climates, and strong winds and heavy precipitation don't impose disadvantage on Wisdom (Perception) checks that rely on sight or hearing (described in chapter 5 of the *Dungeon Master’s Guide*). You also have resistance against damage from natural hazards, such as spiked ivy, a buffeting sandstorm, or a stream of lava. #### Primordial Alignment Also at 3rd level, you can further align yourself with one of the four elements: air, earth, fire, or water. You gain a damage type associated with each element that is used by other features, described later. Features that utilize your aligned element that require a saving throw use your ranger spell save DC. You can align with a different element at the end of a short or long rest. At 11th level, you can align with a different element as an action. ##### Elemental Alignments | Element | Damage Type | |:--:|:-----------| | Air | Thunder | | Earth | Bludgeoning | | Fire | Fire | | Water | Cold | #### Wreathed Weapon Finally at 3rd level, your magics turn your weapon strikes into expressions of nature's power. While concentrating on a spell, all damage dealt by your weapon attacks become the damage type associated with your aligned element. Once per turn, when you hit a creature with a weapon attack while this feature is active, the creature is subjected to an effect based on your aligned element. ***Air.*** The target is pushed back 5 feet. ***Earth.*** The target cannot take reactions until the start of your next turn. ***Fire.*** A different creature within 5 feet of the original target takes fire damage equal to your Wisdom modifier. ***Water.*** The target's speed is reduced by 10 feet until the start of your next turn.
\pagebreak #### Bursting Step At 7th level, you can escape in a burst of energy when wounded. When you take damage, you can use your reaction to teleport up to 60 feet to an unoccupied space you can see. Once you use this feature, you can't use it again until you finish a short or long rest. Your teleport gains one of the additional effects based on your aligned element. ***Air.*** Each creature within 10 feet of the space you left must make a Strength saving throw or be pushed 5 feet away and knocked prone. ***Earth.*** The ground within a 10-foot-radius centered on the space you left shakes, becoming difficult terrain until the end of your next turn. A creature that enters the area for the first time on a turn or starts its turn there is unable to take reactions until the start of its next turn. ***Fire.*** If the creature that damaged you is within 60 feet of you before you teleport, it must make a Dexterity saving throw, taking fire damage equal to 1d10 + half your ranger level on a failed save. ***Water.*** Each creature within 10 feet of the space you left must make a Strength saving throw or be pulled 5 feet towards the center and have its speed reduced by 10 feet until the start of your next turn. #### Rupturing Strike At 11th level, your primordial magic overflows, exploding from your weapon. When you cast a spell, your weapon is overcharged with elemental energy. Until the end of your next turn, when you hit a target with a weapon attack for the first time, every creature of your choice within 10 feet of the target must make a Dexterity saving throw or take 2d6 damage of the damage type associated with your aligned element. #### Subdue Elements At 15th level, you can quell the raging primal forces. You have resistance to the damage type associated with your aligned element. Whenever a creature within 30 feet of you takes damage from a damage type on the Elemental Alignments table, you can use your reaction to grant that creature resistance to the triggering damage type until the start of your next turn.