Elemental Archer (5A)
|Starfox's 5th Edition Fan Page|
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.
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.
|9||Protection from Energy|
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.
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 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.
At 11th level, in a round where you used the Attack or Cast a Spell actions, you can use a bonus action to make an attack using Elemental Ammunition. At level 15 you can make 2 attacks using a bonus action. You must use Elemental Ammunition with all your attacks this round to you use this ability.
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.
Starting at 15th level, add force, 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 an option now also allows you to choose force, radiant, or necrotic.
First pass at an archer firing energy arrows.