Ranger
Base Class: Ranger

The Elemental Archer is a ranger who has truly tuned in to the forces of nature. There are rangers who specialize in beasts of this world or others and rangers who know how to tame every type of creature. The Elemental Archer makes use of not the creatures in the wild but the wild forces themselves. Every Elemental Archer controls the elements with precision and grace. They are known for being effective in battle but also great problem solvers and wise philosophers. Elemental Archers can manipulate the elements with their bows and can summon elemental arrows to their hands at will. Truly a master of nature and a great help to any party.

Element Control

Elemental Archers specialize in the control of the forces of nature and are constantly manipulating these forces for everyday use. You gain the cantrips Control Flame, Gust, Shape Water, and Mold Earth. In addition, these cantrips can be cast while wielding weapons or a shield in one or both hands. 

Elemental Arrows

Elemental arrow 

Beginning at level 3 the elemental archer can use the elemental arrow. When utilizing a ranged weapon the ranger can conjure ammunition made out of any of the first 4 elements (fire, water, earth, and air). The Elemental Archer learns the addition 4 arrow types (Ice, plant, lightning, and magma) at level 7. These arrows do 1d8 extra damage of the associated damage type and can be used for the environmental effects. This ammo can also be conjured in the form of a thrown weapon like a hand axe or dart. 

Element

Damage type

Empowered effect

Environmental effect

Fire

Fire

Deal 1d8 additional damage 

Lights flammable objects

Water

Slashing

Creature splashed is surprised and has disadvantage on the next attack it makes, until the start of your next turn

Soaks objects/puts out fire

Earth

Bludgeoning 

Knock prone

Push object up to 20ft choice (medium or smaller moveable objects)

Air

Thunder

Knock back 15ft

Dispels smoke or any effects dispelled by wind. Change direction of air within 5ft of where hit lands

Ice

Cold

Reduce a creatures speed by 15ft until the start of your next turn

Freeze water or object that contains water.

Plant

Piercing 

Creates difficult terrain for 10ft radius centered on target

Vine wrap objects ( can’t be used until vines are removed via action to cut or dc 15 strength check

Lightning 

Lightning 

Cause creature to drop an object

Electrify object ( for 1 turn following the object deals 1d4 lightning damage to a creature that touches it )

Magma

Acid/Fire (discuss with DM)

Creature splashed with magma suffers additional 1d8 damage per turn until it uses an action to remove the magma or it is hit by water

Melt objects/ cover objects with magma, must be removed with an action

 

Elemental Archer Spells

As an Elemental Archer you gain additional spells you know that do not count against your spells known.

You gain these spells at the same level you gain access to that level of spell slot from the ranger class.

1st Lv spells     Thunderwave, Earth Tremor

2nd Lv spells   Dragons Breath, Gust of Wind 

3rd Lv spells    Fireball Lightning, Bolt

4th Lv spells    Control Water, Transmute Rock

5th Lv spells    Cone of Cold, Wall of Fire

Empowered Elements

At 7th level you gain access to the additional elemental arrows of ice, plant, magma, and lightning. In addition to this, you can now empower any of your arrows to do the empowered effect. Refer to the elemental arrows table. You can empower up to you Wisdom modifier + half of your proficiency bonus of arrows. You regain uses of this feature when you finish a long rest. 

Elemental Archery

At level 7 your control over the elements and your masterful archery begin to grow your power. As an action you can fire a single piece of ammunition at a point within range. When the ammunition strikes you can cast one of your elemental cantrips (gust, control flames, shape water, or mold earth) as if you were in the spot where the arrow landed. In addition any Elemental Archer spells from the Elemental Archer spell list can be cast from the point where the arrow strikes. 

Improved Empowerment

At level 11 you have become so accustomed to empowering your elemental arrows that your number of uses has increased. You can now empower up to your Wisdom modifier + your proficiency bonus of elemental arrows. You regain uses of this feature upon finishing a long rest. 

Elemental Archery Mastery

At level 15 your precision and speed with ranged weaponry has come to its highest form.  When using your elemental arrow feature you can make three attacks instead of two when taking the attack action. In addition the elemental arrow additional damage becomes 1d10 instead of 1d8. 

Previous Versions

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4/7/2022 6:48:53 PM
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