Ranger
Base Class: Ranger

Elemental Archers study a unique Sylvan method of combat that weaves elemental magic and weaponry to produce supernatural effects. Elemental Archers are some of their most elite warriors among the Sylvan. They stand watch over the fringes of the Fey Wilds, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach the Sylvan Cities. Over the centuries, the methods of these archers have been learned by members of other races who can also balance the forces of nature aptitude with archery

Elemental Archer Lore

At 3rd level, you learn the Absorb Elements spell.

This does does not count against spells known.

You can cast this spell once per day without using a spell slot.

If you have an available spell slot, you can use it to cast this spell.

You regain use of this ability after a short rest.

Elemental Shot

At 3rd level, you learn to unleash elemental magical effects with some of your shots.

When you gain this feature, you learn two Elemental Enhancements of your choice see "Elemental Shot Options" below. When you use a ranged weapon as part of the Attack action, you can apply one of your Elemental Shot options to that attack roll.

You can use this ability an amount of times equal to your proficiency modifier.

The DC for the Elemental Shots is 8+Prof+Wisdom. You regain all expended uses of it when you finish a long rest.

You gain an additional Elemental Shot option of your choice when you reach certain levels in this class: 7th, 10th, and 15th level.

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Fire Shot: +1d6 Fire Damage- Additionally, the target makes a DEX Save or catch fire. Immolated: Until someone takes an action to douse the fire, the target takes [1d10] fire damage at the start of each of its turns. Increase base fire damage by +1d6 for each spell slot level expended.

Ice Shot: +1d6 Cold Damage- Additionally the target makes a STR Save or have their speed reduced by half until end of their next turn. Increase duration of the speed reduction by 1 turn for each spell slot level expended. The target makes a save at end of their turn to stop the effect.

Lightning Shot: +1d6 Lightning Damage. Additionally all creatures within a 10ft radius of the target make a DEX Save or take lightning damage as well. Save for Half. Increase base lighting damage by +1d6 for each spell slot level expended.

Acid Shot: +1d6 Acid Damage- Additionally target makes a CON Save or have their AC reduced by 2 until the end of the Ranger's next turn. This cannot reduce the AC lower than 10+Dex. Increase duration of armor reduction by 1 turn for each spell slot level expended. The target makes a save at end of their turn to stop the effect.

Thunder Shot: +1d6 Thunder Damage. Additionally target makes a STR Save or be knocked back 10ft. Increase knock back by a further 10 ft. for each spell slot level expended.

Elemental Recharge

Starting at 7th level, whenever you reduce incoming damage via your Absorb Elements spell.

You also regain 1 use of your Elemental Shot.

Further more, if you use the corresponding Elemental Shot while the Absorb Elements is active, you do so with advantage.

Elemental Adept

Starting at 11th level, you learn the Elemental Weapon and Protection from Energy spells.

You can cast these spells once per day without using a spell slot.

If you have an available spell slot, you can use it to cast these spell.

You regain use of this ability after a short rest. Additionally, the damage from Elemental Weapon increases from a d4 to a d6.

If damage is reduced while you are under the effect of Protection from Energy. Make the Concentration check with advantage.

One with the Elements

At 15th level, if you are under the effect of Absorb Elements, you may apply the damage to your ranged weapon attack. [+1d6]

If you are under the effect of Elemental Weapon, your Elemental Shot ignores resistance for that damage type.

If you are under the effect of Protection from Energy, if you succeed on a saving throw to take only half damage, you instead take no damage and only half damage if you fail.

This only applies to the elemental type you selected with Protection from Energy.

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