Prime Nomad

Masters and studiers of the Elemental Planes Arcangers are masters of the raw power of nature. They call upon the Elemental Planes to empower themselves and ask for aid in defending the Material Planes that they call home.

Arcanger Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell 3rd Chaos Bolt 5th Warding Wind 9th Dispel Magic 13th Elemental Bane 17th Planar Binding

Command of Nature

Starting at 3rd level you gain minor control control over the elements you have dedicated your time to studying.

Choose a cantrip from gust, shape water, control flames, mold earth. In addition whenever you make a Nature check you may double your profiency bonus if it applies.

You may choose an additional cantrip from this list at 11th level.

Elemental Strike

At 3rd level your training as a ranger enabled you to enhance your arrows and bolts with elemental energy.

As a bonus action, choose a damage type of fire, cold, acid, lightning, or thunder. Until the end of your turn your weapon attacks deal an extra 1d4 of the selected damage type.

The damage increases to 1d6 at 11th level, and to 1d8 at 17th level.

Chromatic Shield

At 7th level you have become so practiced with the elements you use to harm your enemies that you have learned to protect yourself from the same energies.

As an action you can shield your body in elemental energy. While you are surrounded by this shield you gain resistance to fire, cold, lightning, and thunder damage for one minute, or until you choose to drop it. Once you take damage from one of these types, you lose your resistance granted by this feature to that damage type. While any part of the shield is up you are unable to use your Elemental Ammunition feature.

Once you use this feature you cannot use it again until the end of a short or long rest.

Improved Elemental Strike

At 11th level your skill at using Elemental Strike improves, greatly increasing its effectiveness.

Your choice of damage using Elemental Strike is now expanded to include necrotic, radiant, or poison.

Additionally, when you attack using your Elemental Ammunition you can choose to expend a spell slot to deal additional force damage to the target of that attack. The extra damage is 1d4 for a 1st-level spell slot, plus 1d4 for each spell-level higher than 1st, to a maximum of 5d4.

Primoridal Call

At 15th level your command and connection to the Elemental Planes has become so powerful that you can now summon it's inhabitants to aid you and your allies in combat.

As an action you can cast the spell summon elemental. You may only select from a fire elemental, water elemental, earth elemental, or a air elemental. The summoned elemental is friendly to you and your allies. While you maintain concentration on this version of the spell the elemental gains several bonuses.

+2 HP per hit dice the elemental has.

It's attack and damage rolls gain bonuses equal to your Wisdom modifier.

If the elemental damages an enemy, that enemy loses resistance or immunity to damage from your Elemental Ammunition feature.

If you lose concentration of this version of the spell, the elemental remains friendly to you and your allies but it loses the aforementioned bonuses.