Difference between revisions of "Elemental Archer (5A)"

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=== Elemental Volley ===
 
=== 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.  
 
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  
+
You can use a bonus action to increase the radius to 20 feet.
 +
You make a separate attack roll for each target
  
 
=== Ride the Bolt ===
 
=== Ride the Bolt ===

Revision as of 13:57, 21 November 2021

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This is a Ranger conclave for 5A.

Elemental archers focus magic through their bows, channeling elemental energies to create arrows or other ammunition. The immaterial arrows allow them very fast attacks.

Mainly found in the Feywild or lands full of magic that allows them to learn these secret arts on their own, elemental archery can also be taught in select warrior orders.

Greyhawk Elemental archery is practiced by elves and inhabitants of magical lands like the Bright Desert and Caledon Forest. Adventurers are spreading these arts into Cosmopolitan society, and it might be possible to find trainers in large cities like Greyhawk itself.

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

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 can use a bonus action to increase the radius to 20 feet. 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.