I have been working on this subclass for about a month and I tried to keep it balanced and gain more power as you level up, This version is where you chose the element you want and as level up you chose you to gain better versions of the elements you chose. After you have read through it, give feedback
Elemental Infusions
At 3rd level, you chose the two Elemental Infusions and two more at 7th level:
You can only use one Infusion per turn and all Infusion Reset after a Short Rest
Acid Infusion
You learn to use acid to break down the armor of your foe. When you hit with a Ranged weapon attack you can deal an Extra 1d6 Acid Damage and the targeted creature for the next minute AC is reduced by 1. (This ability can't be stacked on one creature)
The ability gains an additional 1d6 base damage and use at 7th level, and another use at 11th level and 15th level
Cold Infusion
You learn to control Cold energy, slowing your foe’s movement. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Cold Damage, the targeted creatures speed is reduced by 15ft until the end of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Fire Infusion
You learn to control fire and to burn your enemies over time. When you hit with a Ranged weapon attack you can deal and Extra 1d6 Fire Damage and the targeted creature for the next minute takes 1d6 Fire Damage at the beginning of its turn unless it uses its action to put out the fire.
The ability gains an additional 1d6 base damage and use at 7th level,11th level, and 15th level
Lightning Infusion
You learn to use lightning to stop your foes before they can act. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Lightning Damage, the targeted creature can't take Reaction until the end of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Necrotic Infusion
You learn to harness the ability to steal life. When you hit with a Ranged weapon attack you can deal and Extra 1d6 Necrotic Damage and you are healed that much damage
The ability gains an additional 1d6 base damage and uses at 7th level,11th level, and 15th level
Poison Infusion
You learn to control sickness and bring it upon your enemies. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Poison Damage, the targeted creatures make a CON saving throw against your spell save DC or become Poisoned until the end of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Radiant Infusion
You learn to use the light around you to blind your foes. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Radiant Damage, the targeted creature is Blinded until the start of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Thunder Infusion
You learn to control sound and shear the hearing of others. When you hit with a Ranged weapon attack you can deal and Extra 1d6 Thunder Damage and the targeted creature is Deafened until the end of your next turn.
The ability gains an additional 1d6 base damage and uses at 7th level,11th level, and 15th level
Elemental Fusion
At the beginning of 7th level, You gain the ability to do two Elemental Infusion instead of one per turn
Elemental Infusion Mastery
Starting at 11th level, You chose one Elemental Infusion Mastery and another at 15th level:
All Elemental Infusion Masteries recharge after a Longrest
Acid Mastery Infusion
The acid you create turns and twists, coving more of its target. When you hit with a Ranged Weapon attack, you can deal an Extra 3d8 Acid Damage and every creature within 5ft takes 1d8 Acid Damage. The targetted creature must make a DEX saving throw against your spell save DC, on a fail, it’s AC is reduced by 3 of a minute, on a save their AC is reduced by 1 for a minute, and every creature within 5ft AC is reduced by 1 for a minute. (This ability can’t be stacked on creatures)
You can use this Ability 1 time, you gain 1 more uses at 15th level
Cold Mastery Infusion
You learn to use the bitter cold to stop and harm your foes. When you hit with a Ranged Weapon attack, you can deal an extra 1d8 Cold Damage, and every creature within 5ft takes 1d8 Cold Damage. The targeted creature makes a DEX saving throw against your spell save DC. On a fail, the creature becomes Grappled in Ice for 1 minute and can make a STR saving throw against your spell save DC
You can use this Ability 2 times, you gain 2 more uses at 15th level
Fire Mastery Infusion
You learn to use the natural heat around you, to do more than burn your foes. When you hit with a Ranged Weapon attack, you can deal an extra 3d8 Fire Damage, and every creature within 5ft takes 1d8 Fire Damage. Every hit creature makes a DEX saving throw against your spell save DC. On a fail, the creature for takes 1d8 Fire Damage for 1 minute and can make a DEX saving throw against your spell save DC at the end of their turn, to stop the effects
You can use this Ability 1 time, you gain 1 more uses at 15th level
Lightning Mastery Infusion
You learn to use the energy around you to psychically stop them. When you hit with a Ranged Weapon attack, you can deal an extra 2d8 Lightning Damage, and every creature within 10ft takes 1d8 Lightning Damage. The targeted creature makes a CON saving throw against your spell save DC. On a fail, the creature becomes Paralyzed in Ice for 1 minute and can make a CON saving throw against your spell save DC
You can use this Ability 2 times, you gain 2 more uses at 15th level
Necrotic Mastery Infusion
You learn to steal the life force from your enemies, to energize yourself. When you hit with a Ranged Weapon attack, you can deal an extra 3d8 Necrotic Damage and are healed that much damage, and the creature gains a level of exhaustion
You can use this Ability 1 time, you gain 1 more use at 15th level
Poison Mastery Infusion
You learn to infect creatures with a small poison that weakens them for a small time. When you hit with a Ranged Weapon attack, you can deal an extra 2d8 Poison Damage and every creature within 10 ft takes 1d8 Poison Damage, and all hit creatures must make a CON saving throw against your spell save DC or become Poisoned for 1 minute. A Poisoned creature takes 1d8 Poison Damage at the beginning of its turn and can remake the saving throw at the end of their turn, on a success the creature is no longer Poisoned
You can use this Ability 2 times, you gain 2 more uses at 15th level
Radiant Mastery Infusion
You light up your enemies to show you allies the point where they are weakest. When you hit with a Ranged Weapon attack, you can deal an extra 2d8 Radiant Damage and Attacks make against it has advantage for 1 minute, the creature also glows with Dim Light for 10 ft, When the creature is hit with an attack, it can make a CON saving throw DC 10, on a fail, the creature no longer glows and attacks made against it no longer have advantage
You can use this Ability 2 times, you gain 2 more uses at 15th level
Thunder Mastery Infusion
You learn to make your ranged attacks scream on impact that can deafen the target. When you hit with a Ranged Weapon attack, you can deal an extra 4d8 Thunder Damage and every creature within 5ft take 2d8 Thunder Damage and all hit creatures make a CON saving throw against your spells save DC or be Deafened for 1 minute. While the creature is Deafened, it takes 1d8 Thunder Damage at the beginning of its turn, at the end of the creature’s turn it can reroll the saving throw, on a success the creature is no longer Deafened.
You can use this Ability 1 time, you gain 1 more uses at 15th level
Elemental Distortions
Beginning at 15th level, you gain the ability to distort the elements you have mastered. You choose an Elemental Distortion, from the infusion you have mastered:
Acid Distortion
The acid you create becomes more corrosive, melting everything in its path
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Acid Infusion, if so the targeted creature takes 4d8 Acid Damage and every creature within 10ft takes 2d8 Acid Damage. The targeted creature must make a DEX saving throw against your spell save DC, on a fail, it’s AC is reduced by 5 of a minute, on a save their AC is reduced by 3 for a minute, and every creature within 5ft AC is reduced by 2 for a minute, Every creature hit with the Acid takes 2d8 Acid Damage at the beginning of their turn for 1 minute (This ability can’t be stacked on creatures)
Cold Distortion
The cold energy you produce, become even colder stopping creature in their tracks
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Cold Infusion, if so the targeted creature takes 3d8 Cold Damage and every creature within 15ft takes 2d8 Cold Damage. Every hit creature makes a DEX saving throw against your spell save DC. On a fail the creature becomes Grappled in ice for 1 minute, at the beginning of a Grappledcreature’s turn, it takes 2d8 Cold Damage, at the end of the creature’s turn they can make a STR saving throw against your spell save DC. On a success, the creature is no longer Grappled
Fire Distortion
You use the fire you control to glow brighter and deal lasting Damage
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Fire Infusion, if so the targeted creature takes 4d8 Fire Damage and every creature within 10ft takes 2d8 Fire Damage. Every hit creature at the beginning of their turn takes 2d8 Fire Damage for 1 minute, and at the end of their turn, the creature makes a DEX saving throw against your spell save DC. On a fail, the creature burst with flames, and every creature within 5ft takes 2d8 Fire Damage. On a success, the creature doesn’t burst with flames and takes half damage from the Fire Damage at the start of its next turn.
Lightning Distortion
Your Lightning becomes stronger, stopping creatures in a state of paralysis
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Lightning Infusion, if so the targeted creature takes 2d8 Lightning Damage and if there is a creature within 15ft, you choose one creature within range to take 2d8 Lightning Damage, this continues until there are no more creature to hit (A creature can only take one bolt). Every hit creature makes a CON saving throw against your spell save DC. On a fail, the creatures become Paralyzed for 1 minute, at the beginning of a Paralyzed creature’s turn, it takes 2d8 Lightning Damage, at the end of the creature’s turn they can reroll the saving throw, on a success they are no longer Paralyzed
Necrotic Distortion
You twist the energy you use for life-stealing into more harming energy
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Necrotic Infusion, if so the targeted creature takes 5d8 Necrotic Damage you can either heal the same amount of damage you dealt to the previous creature or deal half of the amount of Necrotic Damage to another creature within 15ft, you can do this up to three times, with both options open every time (A creature can not be hit twice this attack), if you decide to heal, the streak ends. Every hit creature gains a level of exhaustion
Poison Distortion
Your poison becomes more potent and other creatures become infected.
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Poison Infusion, if so the targeted creature takes 2d8 Poison Damage and every creature within 10ft takes 2d8 Poison Damage. Every hit creature makes a CON saving throw against your spells save DC. On a fail, the creature becomes Poisoned for 1 minute. A Poisoned creature takes 2d8 Poison Damage at the beginning of its turn and can remake the saving throw at the end of their turn. On a fail, if there is a creature with 15ft of the creature they must make a CON saving throw against your spell save DC or become Poisoned for 1 minute. And the effect spreads.
Radiant Distortion
You make sure your presence is known with a blinding glow and creatures to want to rid of this glow
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Radiant Infusion, if so the targeted creature takes 4d8 [/rule]Radiant Damage[/rule] and every creature within 15ft takes 2d8 [/rule]Radiant Damage[/rule]. Every hit creature makes a WIS saving throw against your spell save DC. On a fail, the creature sees you as a blinding light that must be stopped, The creatures will target you, not caring about other creatures in their sights, and when they attack you they have disadvantage. Attacks made against these creatures have advantage. This effect lasts for 1 minute. When the creature is hit with an attack, it can make a WIS saving throw DC 10, on a fail, the creature no longer sees you as a blinding light and attacks made against it no longer have advantage
Thunder Distortion
The Thundering sound you emit becomes so load that creatures become stunned by it
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Thunder Infusion, if so the targeted creature takes 4d8 Thunder Damage and every creature within 10ft takes 2d8 Thunder Damage and all hit creature makes a CON saving throw against your spells save DC. On a Fail, the creature becomes Stunned and Deafened for one minute. While the creature is Deafened, it takes 2d8 Thunder Damage at the beginning of its turn, at the end of the creature’s turn it can reroll the saving throw, on a success the creature is no longer Stunned or Deafened
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I have been working on this subclass for about a month and I tried to keep it balanced and gain more power as you level up, This version is where you chose the element you want and as level up you chose you to gain better versions of the elements you chose. After you have read through it, give feedback
Elemental Infusions
At 3rd level, you chose the two Elemental Infusions and two more at 7th level:
You can only use one Infusion per turn and all Infusion Reset after a Short Rest
Acid Infusion
You learn to use acid to break down the armor of your foe. When you hit with a Ranged weapon attack you can deal an Extra 1d6 Acid Damage and the targeted creature for the next minute AC is reduced by 1. (This ability can't be stacked on one creature)
The ability gains an additional 1d6 base damage and use at 7th level, and another use at 11th level and 15th level
Cold Infusion
You learn to control Cold energy, slowing your foe’s movement. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Cold Damage, the targeted creatures speed is reduced by 15ft until the end of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Fire Infusion
You learn to control fire and to burn your enemies over time. When you hit with a Ranged weapon attack you can deal and Extra 1d6 Fire Damage and the targeted creature for the next minute takes 1d6 Fire Damage at the beginning of its turn unless it uses its action to put out the fire.
The ability gains an additional 1d6 base damage and use at 7th level,11th level, and 15th level
Lightning Infusion
You learn to use lightning to stop your foes before they can act. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Lightning Damage, the targeted creature can't take Reaction until the end of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Necrotic Infusion
You learn to harness the ability to steal life. When you hit with a Ranged weapon attack you can deal and Extra 1d6 Necrotic Damage and you are healed that much damage
The ability gains an additional 1d6 base damage and uses at 7th level,11th level, and 15th level
Poison Infusion
You learn to control sickness and bring it upon your enemies. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Poison Damage, the targeted creatures make a CON saving throw against your spell save DC or become Poisoned until the end of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Radiant Infusion
You learn to use the light around you to blind your foes. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Radiant Damage, the targeted creature is Blinded until the start of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Thunder Infusion
You learn to control sound and shear the hearing of others. When you hit with a Ranged weapon attack you can deal and Extra 1d6 Thunder Damage and the targeted creature is Deafened until the end of your next turn.
The ability gains an additional 1d6 base damage and uses at 7th level,11th level, and 15th level
Elemental Fusion
At the beginning of 7th level, You gain the ability to do two Elemental Infusion instead of one per turn
Elemental Infusion Mastery
Starting at 11th level, You chose one Elemental Infusion Mastery and another at 15th level:
All Elemental Infusion Masteries recharge after a Longrest
Acid Mastery Infusion
The acid you create turns and twists, coving more of its target. When you hit with a Ranged Weapon attack, you can deal an Extra 3d8 Acid Damage and every creature within 5ft takes 1d8 Acid Damage. The targetted creature must make a DEX saving throw against your spell save DC, on a fail, it’s AC is reduced by 3 of a minute, on a save their AC is reduced by 1 for a minute, and every creature within 5ft AC is reduced by 1 for a minute. (This ability can’t be stacked on creatures)
You can use this Ability 1 time, you gain 1 more uses at 15th level
Cold Mastery Infusion
You learn to use the bitter cold to stop and harm your foes. When you hit with a Ranged Weapon attack, you can deal an extra 1d8 Cold Damage, and every creature within 5ft takes 1d8 Cold Damage. The targeted creature makes a DEX saving throw against your spell save DC. On a fail, the creature becomes Grappled in Ice for 1 minute and can make a STR saving throw against your spell save DC
You can use this Ability 2 times, you gain 2 more uses at 15th level
Fire Mastery Infusion
You learn to use the natural heat around you, to do more than burn your foes. When you hit with a Ranged Weapon attack, you can deal an extra 3d8 Fire Damage, and every creature within 5ft takes 1d8 Fire Damage. Every hit creature makes a DEX saving throw against your spell save DC. On a fail, the creature for takes 1d8 Fire Damage for 1 minute and can make a DEX saving throw against your spell save DC at the end of their turn, to stop the effects
You can use this Ability 1 time, you gain 1 more uses at 15th level
Lightning Mastery Infusion
You learn to use the energy around you to psychically stop them. When you hit with a Ranged Weapon attack, you can deal an extra 2d8 Lightning Damage, and every creature within 10ft takes 1d8 Lightning Damage. The targeted creature makes a CON saving throw against your spell save DC. On a fail, the creature becomes Paralyzed in Ice for 1 minute and can make a CON saving throw against your spell save DC
You can use this Ability 2 times, you gain 2 more uses at 15th level
Necrotic Mastery Infusion
You learn to steal the life force from your enemies, to energize yourself. When you hit with a Ranged Weapon attack, you can deal an extra 3d8 Necrotic Damage and are healed that much damage, and the creature gains a level of exhaustion
You can use this Ability 1 time, you gain 1 more use at 15th level
Poison Mastery Infusion
You learn to infect creatures with a small poison that weakens them for a small time. When you hit with a Ranged Weapon attack, you can deal an extra 2d8 Poison Damage and every creature within 10 ft takes 1d8 Poison Damage, and all hit creatures must make a CON saving throw against your spell save DC or become Poisoned for 1 minute. A Poisoned creature takes 1d8 Poison Damage at the beginning of its turn and can remake the saving throw at the end of their turn, on a success the creature is no longer Poisoned
You can use this Ability 2 times, you gain 2 more uses at 15th level
Radiant Mastery Infusion
You light up your enemies to show you allies the point where they are weakest. When you hit with a Ranged Weapon attack, you can deal an extra 2d8 Radiant Damage and Attacks make against it has advantage for 1 minute, the creature also glows with Dim Light for 10 ft, When the creature is hit with an attack, it can make a CON saving throw DC 10, on a fail, the creature no longer glows and attacks made against it no longer have advantage
You can use this Ability 2 times, you gain 2 more uses at 15th level
Thunder Mastery Infusion
You learn to make your ranged attacks scream on impact that can deafen the target. When you hit with a Ranged Weapon attack, you can deal an extra 4d8 Thunder Damage and every creature within 5ft take 2d8 Thunder Damage and all hit creatures make a CON saving throw against your spells save DC or be Deafened for 1 minute. While the creature is Deafened, it takes 1d8 Thunder Damage at the beginning of its turn, at the end of the creature’s turn it can reroll the saving throw, on a success the creature is no longer Deafened.
You can use this Ability 1 time, you gain 1 more uses at 15th level
Elemental Distortions
Beginning at 15th level, you gain the ability to distort the elements you have mastered. You choose an Elemental Distortion, from the infusion you have mastered:
Acid Distortion
The acid you create becomes more corrosive, melting everything in its path
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Acid Infusion, if so the targeted creature takes 4d8 Acid Damage and every creature within 10ft takes 2d8 Acid Damage. The targeted creature must make a DEX saving throw against your spell save DC, on a fail, it’s AC is reduced by 5 of a minute, on a save their AC is reduced by 3 for a minute, and every creature within 5ft AC is reduced by 2 for a minute, Every creature hit with the Acid takes 2d8 Acid Damage at the beginning of their turn for 1 minute (This ability can’t be stacked on creatures)
Cold Distortion
The cold energy you produce, become even colder stopping creature in their tracks
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Cold Infusion, if so the targeted creature takes 3d8 Cold Damage and every creature within 15ft takes 2d8 Cold Damage. Every hit creature makes a DEX saving throw against your spell save DC. On a fail the creature becomes Grappled in ice for 1 minute, at the beginning of a Grappledcreature’s turn, it takes 2d8 Cold Damage, at the end of the creature’s turn they can make a STR saving throw against your spell save DC. On a success, the creature is no longer Grappled
Fire Distortion
You use the fire you control to glow brighter and deal lasting Damage
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Fire Infusion, if so the targeted creature takes 4d8 Fire Damage and every creature within 10ft takes 2d8 Fire Damage. Every hit creature at the beginning of their turn takes 2d8 Fire Damage for 1 minute, and at the end of their turn, the creature makes a DEX saving throw against your spell save DC. On a fail, the creature burst with flames, and every creature within 5ft takes 2d8 Fire Damage. On a success, the creature doesn’t burst with flames and takes half damage from the Fire Damage at the start of its next turn.
Lightning Distortion
Your Lightning becomes stronger, stopping creatures in a state of paralysis
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Lightning Infusion, if so the targeted creature takes 2d8 Lightning Damage and if there is a creature within 15ft, you choose one creature within range to take 2d8 Lightning Damage, this continues until there are no more creature to hit (A creature can only take one bolt). Every hit creature makes a CON saving throw against your spell save DC. On a fail, the creatures become Paralyzed for 1 minute, at the beginning of a Paralyzed creature’s turn, it takes 2d8 Lightning Damage, at the end of the creature’s turn they can reroll the saving throw, on a success they are no longer Paralyzed
Necrotic Distortion
You twist the energy you use for life-stealing into more harming energy
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Necrotic Infusion, if so the targeted creature takes 5d8 Necrotic Damage you can either heal the same amount of damage you dealt to the previous creature or deal half of the amount of Necrotic Damage to another creature within 15ft, you can do this up to three times, with both options open every time (A creature can not be hit twice this attack), if you decide to heal, the streak ends. Every hit creature gains a level of exhaustion
Poison Distortion
Your poison becomes more potent and other creatures become infected.
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Poison Infusion, if so the targeted creature takes 2d8 Poison Damage and every creature within 10ft takes 2d8 Poison Damage. Every hit creature makes a CON saving throw against your spells save DC. On a fail, the creature becomes Poisoned for 1 minute. A Poisoned creature takes 2d8 Poison Damage at the beginning of its turn and can remake the saving throw at the end of their turn. On a fail, if there is a creature with 15ft of the creature they must make a CON saving throw against your spell save DC or become Poisoned for 1 minute. And the effect spreads.
Radiant Distortion
You make sure your presence is known with a blinding glow and creatures to want to rid of this glow
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Radiant Infusion, if so the targeted creature takes 4d8 [/rule]Radiant Damage[/rule] and every creature within 15ft takes 2d8 [/rule]Radiant Damage[/rule]. Every hit creature makes a WIS saving throw against your spell save DC. On a fail, the creature sees you as a blinding light that must be stopped, The creatures will target you, not caring about other creatures in their sights, and when they attack you they have disadvantage. Attacks made against these creatures have advantage. This effect lasts for 1 minute. When the creature is hit with an attack, it can make a WIS saving throw DC 10, on a fail, the creature no longer sees you as a blinding light and attacks made against it no longer have advantage
Thunder Distortion
The Thundering sound you emit becomes so load that creatures become stunned by it
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Thunder Infusion, if so the targeted creature takes 4d8 Thunder Damage and every creature within 10ft takes 2d8 Thunder Damage and all hit creature makes a CON saving throw against your spells save DC. On a Fail, the creature becomes Stunned and Deafened for one minute. While the creature is Deafened, it takes 2d8 Thunder Damage at the beginning of its turn, at the end of the creature’s turn it can reroll the saving throw, on a success the creature is no longer Stunned or Deafened