Elemental Archer, Variant (5e Class)

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Elemental Archer[edit]

Elemental archers start off as either archers or mages with an affinity for an element. Through study and training they are able to use their bow to unleash the power of the elements and enhance their natural magical energy.

Creating an Elemental Archer[edit]

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温柔 一刀 (Source)
Quick Build

You can make an Elemental Archer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background.

Class Features

As a Elemental Archer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Elemental Archer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemental Archer level after 1st

Proficiencies

Armor: light, medium
Weapons: ranged weapons
Tools: none
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Insight, Investigation, Nature, Perception, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Elemental Archer

Level Proficiency
Bonus
Features Cantrips known Spells known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Favored Element 2
2nd +2 Spellcasting 2 2 2
3rd +2 Favored Element feature 2 3 3
4th +2 Ability Score Improvement 2 3 3
5th +3 Extra Attack 2 4 4 2
6th +3 Spell Imbued Arrows 2 4 4 2
7th +3 Favored Element feature 2 5 4 3
8th +3 Ability Score Improvement 2 5 4 3
9th +4 Favored Element feature 2 6 4 3 2
10th +4 Second Favored Element 4 6 4 3 2
11th +4 Elemental Arrows 4 7 4 3 3
12th +4 Ability Score Improvement 4 7 4 3 3
13th +5 Second Favored Element feature 4 8 4 3 3 1
14th +5 Elemental Combination 4 8 4 3 3 1
15th +5 Second Favored Element feature 4 9 4 3 3 2
16th +5 Ability Score Improvement 4 9 4 3 3 2
17th +6 Second Favored Element feature 4 10 4 3 3 3 1
18th +6 Improved Elemental Arrows 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Elemental Overload 4 11 4 3 3 3 2

Favored Element[edit]

Beginning at 1st level you have an affinity for a certain element.

Choose one of Air, Earth, Fire, Water. While surrounded by your chosen element your attacks deal an additional 1 Force damage.

Your choice grants features at 3rd level and again at 7th and 9th level.

Spellcasting[edit]

As an archer and one with affinity to the elements, you have learned spells to enhance your archery and make use of your favored element.

Spell Slots

The elemental archer table shows you how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the level of the spells or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level burning hands and have a 1st and 2nd level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st level and Higher

At 2nd level, you know two 1st level spells of your choice from your favored element spell list. The Spells Known column of the elemental archer table shows when you learn new spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the favored element spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your elemental archer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a elemental archer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use your bow as a spellcasting focus for your elemental archer spells.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Spell Imbued Arrows[edit]

Starting at 6th level, you can imbue arrows with spells. It takes a bonus action to imbue an arrow with a spell which must be used by the start of your next turn. Imbuing an arrow changes the range of the spell to match that of your bow. The imbued arrow no longer does damage but unleashes the spell upon impact.

Elemental Arrows[edit]

When you reach 11th level, you can craft arrows out of pure elemental energy. Crafting the arrows is part of an attack made with the bow. The arrows deal an additional 1d6 damage of the type of your favored element.

Elemental Combination[edit]

When you reach 14th level, you can craft arrows out of two elemental energies. Crafting the arrows is part of an attack made with the bow. The arrows have a -1 to the attack roll and deal an additional 1d8 damage which is the type of your favored element. The arrows have an additional effect dependant on which elements were used to create it.

Elemental Combinations Table[edit]
Favored Element Second Favored Element Result
Air Earth Dust cloud - all creatures in a 5 foot radius are blinded until the start of their next turn
Air Fire Explosion - all creatures in a 5 foot radius take 1d4 force damage
Air Water Mist - all creatures in a 5 foot radius have vulnerability to cold damage until the start of their next turn
Earth Fire Lava - all creatures in a 5 foot radius take 1d4 fire damage
Earth Water Mud - all creatures in a 5 foot radius have their movement decreased by 5 feet
Fire Water Steam - all creatures in a 5 foot radius are lightly obscured and are treated as being in half cover

Improved Elemental Arrows[edit]

When you reach 18th level you have mastered crafting arrows out of pure elemental energy. The arrows have a +1 to the attack roll and deal an additional 2d8 damage and deal the damage type of your favored element.

Elemental Overload[edit]

When you reach 20th level, you can craft arrows out of all elemental energies. Crafting the arrows is part of an attack made with the bow. The arrows have a +3 to both the attack roll, additionally they cause a 8d10 force damage in a 10 foot radius. Each creature in the radius must make a Dexterity saving throw the DC for for this saving throw equals 8 + your proficiency bonus + your Wisdom modifier This feature can be used on all attacks made in a single turn but you gain 1 level of exhaustion for each attack made after the first, you need to finish a long rest before you can use this feature again.

Elements[edit]

You choose a favored element at 1st level, with additional features granted at 3rd, 7th and 9th level. You can choose a second favored element at 10th level, with additional features granted at 13th, 15th and 17th level.

Air[edit]

An elemental affinity to air makes you light on your feet and allows you to manipulate the air around you causing illusions.

Fleet feet

Beginning at 3rd or 13th level, your speed is permanently increased by 10 feet.

Guided by the Wind

Beginning at 7th or 15th level, your attack is guaranteed to hit. You need to finish a short rest before you can use this feature again.

Ricochet

Beginning at 9th or 17th level, your attack can ricochet to hit another creature. You can use this feature up to your wis modifier. You regain expended uses of this feature when you complete a long rest.

Damage Type

Your elemental arrows deal force damage

Air Spell list[edit]

You can choose from the spells on the air spell list and additional spells based on your second favored element.

Cantrips

minor illusion, vicious mockery

1st Level

disguise self, expeditious retreat, feather fall, floating disk, jump

2nd Level

alter self, blur, gust of wind, levitate, see invisibility

3rd Level

fly, hypnotic pattern, major image, wind wall

4th Level

divination, freedom of movement, greater invisibility, resilient sphere

5th Level

conjure elemental (air), geas, wall of force

Earth[edit]

An elemental affinity to earth makes you sturdy and allows you to manipulate the earth and various plants.

Earthen Armor

Beginning at 3rd level or 13th level, you gain a +1 to your AC.

Increased Force

Beginning at 7th or 15th level, your attack pushes back the target 10 feet away from you. You need to finish a short rest before you can use this feature again.

Stuck in the Mud

Beginning at 9th or 17th level, your attack causes the ground beneath your target to soften. Their speed becomes 0 until the start of their next turn. You can use this feature up to your wis modifier. You regain expended uses of this feature when you complete a long rest.

Damage Type

Your elemental arrows deal bludgeoning damage

Earth Spell list[edit]

You can choose from the spells on the spells on the earth spell list and additional spells based on your second favored element.

Cantrips

druidcraft, resistance

1st Level

entangle, goodberry, purify food and drink, shield, speak with animals

2nd Level

barkskin, find traps, pass without trace, spider climb, spike growth

3rd Level

magic circle, meld into stone, plant growth, tiny hut

4th Level

conjure woodland beings, fabricate, stone shape, stoneskin

5th Level

conjure elemental (earth), creation, wall of stone

Fire[edit]

An elemental affinity to fire makes you quick to action and allows you to create flame and manipulate fires.

Quicken Action

Beginning at 3rd level or 13th level, you can use an action as a bonus action. You need to finish a long rest before you can use this feature again.

Ignite

Beginning at 7th or 15th level, your attack sets an enemy on fire causing every source of damage to deal 1 extra damage, this damage increases to 3 at 15th level. Ignite lasts until the start of their next turn. You need to finish a long rest before you can use this feature again.

Combustion Shot

Beginning at 9th or 17th level, your attack deals damage to all enemies in a 5 foot radius. You can use this feature up to your wis modifier. You regain expended uses of this feature when you complete a long rest.

Damage Type

Your elemental arrows deal fire damage

Fire Spell list[edit]

You can choose from the spells on the fire spell list and additional spells based on your second favored element.

Cantrips

fire bolt, light

1st Level

burning hands, divine favor, faerie fire, fog cloud, hellish rebuke

2nd Level

continual flame, flame blade, flaming sphere, heat metal, scorching ray

3rd Level

daylight, fireball, haste, stinking cloud

4th Level

confusion, fire shield, guardian of faith, wall of fire,

5th Level

cloudkill, conjure elemental (fire), flame strike

Water[edit]

An elemental affinity to water makes you move with grace and allows you to manipulate water and use healing spells.

Fly With Grace

Beginning at 3rd level or 13th level, you ignore half cover and treat three-quarters cover as if it were half cover instead.

One With Water

Beginning at 7th or 15th level, you gain a swimming speed equal to your walking speed.

Instill Peace

Beginning at 9th or 17th level, you gain temporary hit points equal to your elemental archer level. You need to finish a short rest before you can use this feature again.

Damage type

Your elemental arrows deal 5e|cold damage

Water Spell list[edit]

You can choose from the spells on the water spell list and additional spells based on your second favored element.

Cantrips

chill touch, ray of frost

1st Level

create or destroy water, cure wounds, healing word, heroism, sleep

2nd Level

aid, calm emotions, gentle repose, misty step, protection from poison

3rd Level

mass healing word, sleet storm, water breathing, water walk

4th Level

black tentacles, control water, ice storm, private sanctum

5th Level

cone of cold, conjure elemental (water), mass cure wounds


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the elemental archer class, you must meet these prerequisites: Dex 13 Wis11

Proficiencies. When you multiclass into the elemental archer class, you gain the following proficiencies: ranged weapons

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