Ranger
Base Class: Ranger

An Elemental Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Elemental Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance elemental aptitude with archery.

Elemental Archer Magic

Starting at 3rd level, you gain the Elementalism cantrip. Additionally, you learn additional spells when you reach certain levels in this class, as shown in the Arcane Archer Spells table. These spells count as ranger spells for you, but they don’t count against the number of ranger spells you know. Additionally, you may use a Longbow or Shortbow as the spellcasting focus for your Ranger spells.

Elemental Archer Spells

Ranger Level Spell
3rd Ray of Sickness
5th Acid Arrow
9th Fireball
13th Ice Storm
17th Conjure Elemental

Elemental Arrows

At 3rd level, you gain the ability to channel the elements through your bow. When you make an attack using a Longbow or Shortbow, you may choose acid, cold, fire, lightning, poison, or thunder and have the attack deal the chosen damage type rather than the weapons original damage type. If the target of the attack is marked by your Hunter's Mark, the additional damage from Hunter's Mark matches the damage chosen for your arrow.

Defense Against the Elements

At 7th level, whenever you take acid, cold, fire, lightning, poison, or thunder damage, you may use your reaction to gain resistance to that instance of damage. You may do this a number of times equal to your proficiency bonus, and you regain all uses of this feature when you complete a long rest.

Elemental Hunter

At 7th level, when a creature is targeted by your Hunter's Mark spell, you learn if it has any immunities, resistances, and vulnerabilities regarding acid, cold, fire, lightning, poison, or thunder damage and if it does, you know what they are.

Persistent Elements

Starting at 15th level, the first time each turn you cause a target to take acid, cold, fire, lightning, poison, or thunder damage, they take an additional 2d8 of that damage type at the beginning of their next turn.

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