Primordial Wardsman Ranger

by RangerDman

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Primordial Wardsman Ranger

The Primordial Wardsman Conclave is a collection of rangers who are particularly attuned to the elements.

Primordial Wardsman Features
Ranger Level Features
3rd Primordial Magic, Primal Elementalist, Attune of the Elements
7th Primordial Spirit
11th Primordial Attunement
15th Partial Elemental

Primordial Wardsman Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primordial Wardsman Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Primordial Wardsman Spells
Ranger Level Spell
3rd Hellish Rebuke
5th Maximilian’s Earthen Grasp
9th Thunder Step
13th Elemental Bane
17th Conjure Elemental

Primal Elementalist

At 3rd level, you have an innate connect to the primordial chaos of the elements. You learn the Primordial language if you don't know it already.

You also learn to cast the effects of the following cantrips: Frostbite, Gust, Magic Stone, Produce Flame, Shape Water, and Shocking Grasp. You can cast the effects of any of these cantrips a number of times equal to your wisdom modifer. You regain all expended uses on a short or long rest.

Attunement of the Elements

You have learned how to attune to the forces of the elements. At 3rd level you can attune to an element of your choice as a bonus action.

When you attune to an element you do an additonal d6 magical damage of the element type on one weapon attack on your turn and gain a passive benefit unique to the element, until the start of your next turn.

  • Air- While attuned to Air, your damage type is force and your movement speed and jump heights are doubled.
  • Earth- While attuned to Earth, your damage type is bludgeoning and your AC increases by 2.
  • Fire- While attuned to Fire, any creature that starts or ends their turn within five feet of you takes 1d4 fire damage.
  • Lightning- While attuned to Lightning, your damage type is lightning and your movement does not provoke opportunity attacks.
  • Water- While attuned to Water, your damage type is cold and attack rolls made against you are made at disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.

Primordial Spirit

At 7th level, your body is protected by the elemental forces when you attune to them. When you attune to an element you are resistant to the chosen elemental damage type for the duration of the attunement.

Additionally, when you finish a long rest you can choose one of the following spells: Armor of Agathys, Call Lightning, Earth Tremor, Erupting Earth, Fireball, Fog Cloud, Ice Knife, Shatter, Snilloc’s Snowball Swarm, Thunderwave, Tidal Wave, Wall of Water, Water Breathing, and Water Walk. For the next 24 hours, you can cast the chosen spell at third level without expending a spell slot. Once you have done so you can't do so again until you finish a long rest.

Art used "Fire Elemental Assassin" by Su Yeon Byun.

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Primordial Attunement

Your attunement to the elements grows even stronger, at 11th level when you attune to an element you gain another passive benefit until the start of your next turn.

  • Air- While attuned to Air, you gain a flying speed equal to your walking speed and can push an enemy 10 feet back after a weapon attack.
  • Earth- While attuned to Earth, you gain a burrowing speed equal to your walking speed and are resistant to bludgeoning, piercing, and slashing damage.
  • Fire- While attuned to Fire, any creature that starts or ends their turn within ten feet of you takes 2d4 fire damage.
  • Lightning- While attuned to Lightning, you can teleport 15 feet once on your turn after you make a weapon attack.
  • Water- While attuned to Water, you have a swimming speed equal to your walking speed, can breathe underwater and have advantage on melee weapon attacks while partially or completely submerged in water.

Partial Elemental

At 15th level, your body has been warped by the harsh and chaotic primordial magic you use. When you are attuned to an element you are immune to that elemental damage type.

Additionally, at the end of a long rest you can choose one elemental damage type, while you are are not incapacitated you are resistant to that damage type and if you attune to that element you deal an additonal d6 elemental damage once per turn.

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