Elemental Conjurer (5e Subclass)
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Elemental Conjurer[edit]
Ranger Subclass
Elemental Conjurers use a long-forgotten form of magic- the magic of controlling the Elemental Plane's power. They manipulate the Inner Plane’s elemental forces to make effects happen that benefit them. People who follow that path tap into the primordial forces around them to create mystical effects to help them fight evil. They defend the Inner Planes in a unique way that no others can replicate.
- Elemental Conjurer Magic
Starting at 3rd level, you learn to speak Primordial. This allows you to converse with anyone that speaks its dialects; Aquan, Auran, Ignan, and Terran. In addition, you learn additional spells when you reach certain levels in this class, as shown in the Elemental Conjurer Spells table. The spells count as ranger spells for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spells |
---|---|
3rd | ice knife |
5th | scorching ray |
9th | call lightning |
13th | watery sphere |
17th | steel wind strike |
- Primordial Mark
You gain one additional favored enemy of your choice. Choose a type of creature: aberrations, celestials, constructs, fey, fiends, monstrosities, plants or undead. They are now classified as a favored enemy for you. You gain another type of favored enemy off of this list when you reach 11th level. Additionally, you can manipulate the primordial forces to mark a target. As a bonus action, you can choose one target that you can see and mark them. While this creature is marked, they are classified as a favored enemy for you, and you gain all bonuses against them that you would normally against a favored enemy. These bonuses last for 1 hour. Once you use this feature, you can't use it again until you finish a long rest.
- Nature's Fury
At 3rd level, you learn how to weave touches of elemental power into your weapon. On your turn, after you make a weapon attack, you can choose to deal extra damage. Choose one type of damage from acid, cold, fire, lightning, poison, or force damage. Your attack deals an extra 1d8 damage of your choice, or 2d8 if you are attacking your favored enemy. Once you reach 11th level, the damage increases to 2d8, or 3d8 if you are attacking your favored enemy. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses after a long rest.
- Wind Spirit Strike
At 7th level, your attunement with the primordial forces around you give you the ability to briefly control the wind. When you make a ranged attack, you can use your bonus action to conjure a wind spirit to help you. Your wind spirit wraps around your projectile, giving you one of the following benefits:
- You can reroll a missed ranged attack that did not have disadvantage. You must take the new roll.
- You can turn a normal hit into a critical hit.
- You can use the long range of the weapon without disadvantage.
- You can double both ranges of the weapon.
Once you use this feature, you can't use it again until you finish a long rest.
- Adaptable
At 11th level, your connection with the primordial forces of nature becomes hones to the point where you learn how to change your body to suit your environment. When you finish a long rest, you can choose to gain up to two of the following benefits:
- A climbing speed equal to your movement speed
- A swimming speed equal to your movement speed
- The ability to hold your breath for up to an hour
- The ability to withstand temperatures up to 200 degrees Fahrenheit and down to -50 degrees Fahrenheit without any adverse side effects.
- The ability to ignore all difficult terrain.
The bonuses you select last until you take a long rest.
- Elemental Avatar
At 15th level, your ability to conjure the forces of the Elemental Planes becomes so honed that you can take on the form of pure elemental force. As an action, you can transform into your elemental avatar. Choose one of the following elements to take on the form of. You gain benefits based on what element you choose. These benefits last for one minute or until you dismiss them as a bonus action. Once you use this feature, you can't see it again until you finish a long rest.
Fire. Flames wreath your body, giving you the following benefits:
- You gain resistance to fire and cold damage.
- Whenever someone hits you with a melee attack, you can use your reaction to force them to make a Dexterity saving throw against your spell save DC. On a failed saving throw, they take 2d6 fire damage, or half as much on a success.
- Your melee attacks deal an extra 2d6 fire damage.
Water. Water envelopes you, giving you the following benefits:
- You gain resistance to acid and poison damage.
- You can breathe water, and you gain a swimming speed equal to twice your movement speed.
- You can, as an action, shoot water out of your arm in a line 30 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw against your ranger spell save DC. On a failed save, they take 3d8 acid damage, are pushed 15 feet backward, and are knocked prone. On a successful save, they take half as much damage and no additional effects occur.
Earth. A stone casing forms around you and your skin turns as hard as diamond, giving you the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage.
- Your armor class increases by your proficiency bonus.
- When you take the attack action, you can forgo a ranged or melee attack to make a Fist attack. Make a melee attack roll against a creature within 5 feet of you, adding your proficiency bonus and twice your Strength modifier (minimum of +2) to hit. On a hit, it deals 3d8 bludgeoning damage plus twice your Strength modifier (minimum of +2), and they must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Air. Winds flow around you, giving you the following benefits:
- You gain resistance to lightning and thunder damage.
- You gain a flying speed of 60 feet.
- You can create a cone of compressed air and blast it out of your fingertips. Every creature in a cone from you 30 feet long and 15 feet wide must make a Strength saving throw against your ranger spell save DC. On a failed save, the creature takes 3d8 lightning damage, are blasted 15 feet backward, and falls prone. On a successful save, they take half as much damage and no additional effects occur.
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