Elemental Archer (5A)

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This is a Ranger conclave for 5A.

Elemental archers focus magic through their bows, channeling elemental energies into arrows.

Subclass Features

Elemental Archer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Elemental Archer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Elemental Archer Spells
Ranger Level Spells
3 Absorb Elements
5 Dragon's Breath
9 Protection from Energy
13 Elemental Bane
17 Far Step

Elemental Ammunition

At 3rd level you gain the ability to create ammunition out of elemental energy. Choose one of the following damage types when you gain this ability: acid, cold, fire, lightning, or thunder. As a part of the action to attack with a ranged weapon with the ammunition feature, you create elemental ammunition. This charges the damage type of the weapon to the chosen type of energy and deals an extra 1d4 damage of the chosen type when it hits. The additional damage increases to 1d6 at 11th level and d8 at 15th level.

You learn to use an additional type of energy from the list at level 7, 11, 15, and 20.

The ammunition does not become magical, and works with magical ammunition and effects that only works with non-magical ammunition, but any damage dice added from other sources are lost.

Elemental Volley

By 7th level you can use your action to make a ranged attack using Elemental Ammunition against any number of creatures within 10 feet of a point you can see within your weapon’s range. You make a separate attack roll for each target

Ride the Bolt

At 11th level when you hit with Elemental Ammunition, you can use a bonus action to transmute yourself into a part of the missile. You disappear from your current position and reappear within 5 ft. of the target. If there is no suitable spot for you to arrive in, you cannot use Ride the Bolt. You can attack an empty space, in which case you automatically hit. You can use this a number of times equal to your Wisdom bonus (minimum one time) and regain all uses on a long or short rest.

Good and Evil Ammunition

Starting at 15th level, add radiant and necrotic to the damage types you can use with Elemental Ammunition. Any spell or effect you use that has "acid, cold, fire, lightning, or thunder" as options now also allows you to choose radiant or necrotic.

As a bonus action you can add additional radiant or necrotic damage to ammunition from Elemental Ammunition in addition to the ammunition's normal damage until the end of your current turn. You can use this a number of times equal to your Wisdom bonus (minimum one time) and regain all uses on a long or short rest.

Editor's Notes

First pass at an archer firing energy arrows.