Fighter
Base Class: Fighter

Better/ reflavored arcane archer. M.O.A.B. Arrow is just a call back to 2014 gloomstalker with sharpshooter and is not meant for every campaign

Masters of both precision and elemental power, fighters of the Elemental Arrow archetype blend martial skill with raw elemental energy, transforming their ranged attacks into devastating forces of nature. Whether channeling the burning fury of fire, the freezing bite of ice, the crackling surge of lightning, the corrosive touch of acid, the withering grasp of necrotic energy, or the mind-rending force of psychic power, these warriors shape the battlefield with every shot.

Harnessing ancient techniques and rigorous training, an Elemental Arrow fighter does not simply wield a bow or crossbow—they imbue each projectile with arcane might, striking with supernatural accuracy and unleashing explosive effects. Their arrows can pierce defenses with searing heat, slow enemies with chilling winds, erode armor with caustic acid, drain vitality with necrotic shadows, fracture minds with psychic force, or erupt in violent bursts of storm and stone.

As they grow in power, these warriors learn to summon storms of arrows, fire barrages of pure energy, and even shape the elements around them to enhance their attacks. To face an Elemental Arrow fighter is to be caught in the eye of a storm, where every shot is more than a weapon—it is a force of nature, bending the fundamental forces of destruction to their will.

Elemental Arrow Lore

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Elemental Arrow

At 3rd level, you learn to unleash special elemental effects with some of your shots. When you gain this feature, you learn two Elemental Arrow options of your choice (see “ elemental arrow Options” below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have 2 + proficiency uses and you regain them on long rest

You gain an additional elemental arrow option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Elemental Arrow Options

The elemental arrow feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Elemental Arrow save DC equals 8 + your proficiency bonus + your wisdom modifier.

Banishing Arrow

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Booming Arrow

On a hit, the attack deals normal weapon damage, and the target is wreathed in unstable elemental energy until the start of your next turn.

If the target willingly moves 5 feet or more before then, the energy detonates, dealing 1d8 damage of your choice (fire, cold, lightning, or acid). The damage increases as you gain levels in this class.

At Higher Levels.

  • At 11th level, the ranged attack deals an extra 2d8 elemental damage, and the detonation damage increases to 3d8.
  • At 17th level, the ranged attack deals an extra 3d8 elemental damage, and the detonation damage increases to 4d8.

Bursting Arrow

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Arrow

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

Grasping Arrow

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Healing Arrow

As a bonus action if you have not used an Elemental Arrow this turn you can heal a target creature for the amount of damage done.

Starting at level 15 you can target 2 creatures but you must use an Elemental Arrow for both uses

At level 20 you may add an additional 2d6+ wisdom modifier, additionally you can choose to make your heal a 15ft sphere

M.O.A.B

You charge up your elemental energy into a massive arrow, to use this feature you must forgo one turn and not take the move action to charge up, after fully charging choose a point within 60ft, a 30ft sphere centered on the point is demolished by sheer elemental force, any creature within the sphere must make a con saving throw equal to 8+ proficiency bonus + Wisdom modifier. A creature who fails the saving throw takes 3d8+45 damage and is knocked prone, creatures who succeed on the saving throw take half damage and are not knocked prone. This action takes place of all attacks the round it is used

Piercing Arrow

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Psyonic Blast

This elemental arrow option turns your projectile into a psyonic blast that leaves no physical trace, the target has to make an intelligence saving throw with a DC of 8+ wisdom modifier + proficiency bonus, if the target fails they become paralyzed for one minute the target can repeat the saving throw at the end of each of its turns on a successful save the target only takes the psychic damage 

 

Starting at level 18 this also does an additional 2d6 psychic damage

Seeking Arrow

Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

Shadow Arrow

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Elemental Sense

Specify a target creature and sense within a 500ft sphere centered on you, if the target creature is within range you sense its general direction additionally if you specify a creature type such as wolf, yeti, etc you can forgo location for quantity

 

Upon reaching level 18 you can sense both direction and amount 

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with an elemental arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Elemental Echo

As a Bonus Action, you magically coalesce energy into an echo of yourself that appears in an unoccupied space you can see within 15 ft. The echo lasts until it is destroyed by damage, it is more than 30 ft. from you at the end of your turn, you dismiss it as a Bonus Action, you manifest another echo, or until you are incapacitated.

The echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it makes a saving throw, it uses your saving throw bonuses for the roll. At all times, it is the same size as you, and it occupies its space.

The echo can be used in the following ways:

Elemental Echo: Command. You mentally command your echo to move up to 30 feet in any direction (no action required).

Elemental Echo: Step. As a Bonus Action, you magically swap places with your echo at a cost of 15 feet of your movement regardless of the distance travelled.

Elemental Echo: Strike. When you take the Attack Action, any attacks you make can originate from either your space or the echo’s. You make this choice for each attack.

Elemental Echo: React. When a creature that you can see would provoke an Opportunity Attack from your echo, you can use your Reaction to make an Opportunity Attack against that creature as if you were in the echo’s space

Ever-Ready Shot

Starting at 15th level, your elemental archery is available whenever battle starts. If you roll initiative and have no uses of elemental arrow remaining, you regain half of proficiency rounded up uses

 

At level 20 it becomes full proficiency 

Level 18: Elemental Volley

At 18th level, you can unleash a relentless barrage of elemental-infused arrows upon your foes. When you take the Attack action, you can choose to activate Elemental Volley as a special attack.

  • Elemental Volley: As part of the Attack action, you can make a ranged weapon attack against any number of creatures within range, up to a maximum equal to your Dexterity modifier. Each target takes damage as normal and must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, they take an additional 3d10 elemental damage (fire, cold, lightning, or acid, your choice when using this feature). On a success, they take half of the additional damage.

Once you use this feature, you can’t do so again until you finish a short or long rest, unless you expend an Action Surge to use it again.

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