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.
Ranger Level | Spells |
3 | Absorb Elements |
5 | Dragon's Breath |
9 | Protection from Energy |
13 | Elemental Bane |
17 | Far Step |
Ranged Weapon Focus
At 3rd level when you join this conclave, you learn to use a ranged weapon as a focus for your ranger spells. If the weapon is magical, you add the weapon's magical bonus to your spell attack rolls and saving throw DCs.
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 each attack with a ranged weapon with the ammunition feature, you can create elemental ammunition in your hand. This charges the damage type of the weapon (including any extra damage besides the weapon damage) to the chosen type of energy. You do not use physical ammunition when you do this.
You learn to use an additional type of energy from the list at level 7, 11, 15, and 20. You decide what type of energy to use each time you make an attack.
You can use a bonus action to make an attack using Elemental Ammunition. At level 11 you can make 2 attacks this way, and at level 15 you can make three attacks. You must use Elemental Ammunition with all your attacks this round to you use this ability.
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.