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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6
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5
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3.0
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Coming Soon
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