Base Class: Ranger
With a natural affinity for nature and the elements, the Elemental Slinger ranger uses his understanding of magic and how it flows through the world around them to imbue their attacks with an elemental spark. From melee attacks shrouded in flames to lining their arrows with a frost magic so strong it will freeze your feet in place, the Elemental Slinger had a myriad of options when it comes to ranged and close up combat.
Elemental initiate
At 3rd level you gain the ability to imbue your arrows with select elemental magics for added effects as a bonus action.
Choose one of the following elemental effects to add to one arrow shot as an Elemental Shot which can be used once for each of the four elements once per short rest.
Flame burst: The user imbues the arrow with a volatile flame that explodes on contact with its target. Dealing both base damage from the arrows strike plus 1d4 fire damage
Frost spread: Using ice magic, on a successful weapon attack the target gets frozen and takes all attacks at disadvantage. The target must make a Strength saving throw at the beginning of each against the users spell save DC turn to see if they can break free from the ice.
Sinking sand: The user imbues the arrow with earth magic and fires it at the ground. in a 5 foot area the ground becomes knee deep quick sand and any creature within it must make a Dexterity saving throw against the users spell save DC or be knocked prone.
Sonic Boom: Using Air magic, on a successful weapon attack a sonic boom is created pushing everything 15 feet away from the point of contact. A Constitution saving through against the users DC can be made and if successful the movement is reduced to 5 feet.
Elemental Beast Master
Using a strengthened connection to the elemental magic around you, you imbue an arrow with elemental magic to conjure a small elemental beast.
On a successful attack the creature is conjured in a tile directly in front of the target and can expend your bonus action to attack the target. On an unsuccessful attack the creature is conjured 10 feet behind the target and will have to move in range to attack.
You can create one of the following creatures which will consume one elemental shot.
Salamander: A small fire dragon spirit using the pseudo dragon stat block with no magical resistance and only the following action. Spit fire: an attack with a range of 10 ft. that does 1d6 fire damage.
Aquqconda: a medium water snake using the giant poisonous snake stat block, reducing the base poison damage from bite to 1d6
Terrtle: A large turtle made of rocks and mud using the cow stat block, changing the AC to 21 and the gore ability to Rockslide following the Gore mechanics without the modifier and becoming bludgeoning damage.
Hurricat: A small panther made of gusting swirling winds following the Panther stat block but reducing the base hit points to 7.
Elemental Support
Channeling the elemental magic shared between the world and all allies the user can channel elemental magics to create support effects.
Utilizing one Elemental Shot the user can achieve one of the following affects.
Phoenix Fire: Imbuing a fire magic built from warmth and friendship into an arrow, the user fires the arrow into the ground under an ally bursting the ally into a warm healing flame that heals 1d8 hit points per turn for 4 turns
Squid Ward: Surrounding an arrow with a water magic and the desire to defend an ally, the user fire the arrow straight into the back of an ally doing no damage but causing eight tendrils of pure water to sprout from the point of contact. These have a reactionary attack on the next four melee attacks dealing 1d6 damage.
Clay Covering: Imbuing an arrow with the strength and solid magics of the earth, the user fires an arrow into the sky and a the arrow splits into sections equal to your Wisdom modifier and grants a full body of armor clay to that number of selected allies granting an AC of 18 to those allies unless said ally's AC is 18+ in which case it adds +1 to that allies AC for 4 turns.
Tailwind: Imbuing an arrow with the air magic equal to that of a twister, the user fires an arrow into the distance at the back of the parting creating a bolstering gust of wind blowing towards the party. The winds grant the party double movement speed and prevents attack of opportunity against them for 4 turns.
Elemental Zone
The User has grown such a connection with the magic working in and around them they can use their elemental channeling to change the environment in large areas.
Consuming 1 Elemental Shot, the user can imbue massive amounts of elemental energy into an arrow and fire it into an area causing one of the following affects in to happen in a sphere with a 20 ft radius for 6 turns. Each of these effects require concentration.
Field of Flames: Scorching flames sprout from the ground rising up 10 ft. Anyone in the area of affect takes 3d10 damage on the turn the arrow strike the ground. Every subsequent turn anyone in the affected area take 2d8 at the beginning of their turn.
Whirlpool Valley: The area is suddenly flood with a wickedly flowing and thrashing whirlpool. The area is considered difficult terrain and everyone in the affected area takes 2d6 at the beginning of their turn.
Quaking Grounds: The ground erupts into a bone rattling earthquake making the area difficult terrain. When the arrow strikes the ground everyone in the affected area take 1d8 and had to make a Dexterity saving throw against the users DC or get nocked prone. Every turn after anyone in the area has to make the same Dexterity saving throw or be knocked prone.
Tempestuous Territory: The area erupts into an Intense wind storm twisting and twirling upwards and inwards suspending all creatures inside the area 30 ft above the ground and doing 1d8 of damage at the beginning of every turn. The area is considered difficult terrain for all creatures with flight ability.
Comments