Elemental Archer (5e Class)

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Archer: Elemental[edit]

Creating an Elemental Archer[edit]


Quick Build

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

Class Features

As a Elemental Archer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Elemental Archer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Elemental Archer level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Martial Ranged Weapons, Simple Ranged Weapons, Shortsword
Tools: Woodcarver’s tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, History, Investigation, 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 Elemental Damage
1st +2 Elemental Attunement Elemental Imbuing 1d4
2nd +2 Fighting Style 1d4
3rd +2 Elemental Archetype 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d4
6th +3 Fast Attunement 1d4
7th +3 Elemental Archetype feature 1d4
8th +3 Ability Score Improvement 1d4
9th +4 1d4
10th +4 Elemental Archetype feature 1d6
11th +4 1d6
12th +4 Ability Score Improvement 1d6
13th +5 1d6
14th +5 1d6
15th +5 Elemental Archetype feature 1d6
16th +5 Ability Score Improvement 1d8
17th +6 1d8
18th +6 Elemental Archetype feature 1d8
19th +6 Ability Score Improvement 1d8
20th +6 1d10

Elemental Attunement[edit]

Starting at 1st level you can attune to an element. Choose an element from Fire, Water, Earth, or Wind. When dealing elemental damage, you deal the following type of damage based on your attuned element.

Element Elemental Damage Type
Fire Fire
Water Cold
Earth Acid
Wind Lightning

Whenever you finish a long rest you can replace your attuned element with another one.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Piercing Shot

You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.

Elemental Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Defences of the Elements or Powers of the Elements, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

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.

Fast Attunement[edit]

Starting at 6th level you can also replace your attuned element during a short rest. Additionally, as a bonus action on your turn you can replace your currently attuned element with another one. Once you have used this feature you cannot do so again until you have finished a long rest.


Defences of the Elements[edit]

Choosing this subclass allows for the elements to defend you.

Elemental Effect[edit]

Beginning at 3rd level you can enhance your defences based on your attuned element.

Fire

When a creature hits you with an attack, as a reaction you can move 10 feet in any horizontal direction. This movement does not provoke attacks of opportunity and is unaffected by movement impairing effects.

Water

You gain temporary hit points equal to your level + your Intelligence Modifier

Earth

Your AC increases by 2. This effect last for 1 minute.

Wind

Your movement speed increases by 10 feet. You can dash as a Bonus Action. This effect last for 1 minute.

Once you have used this feature you cannot do so again until you have finished a short rest.

Vault[edit]

Beginning at 7th level, whenever a hostile creature moves within 5 feet of you, you may vault 10 feet directly away from them as a reaction without provoking an opportunity attack from the creature.

Ring of Elements[edit]

Beginning at 10th level you can conjure a protective ring as a bonus action. As a reaction when a creature hits you with a melee attack, you deal your elemental damage to the creature. The amount of the extra damage increases as you gain levels in this class, as shown in the Elemental Damage column of the Elemental Archer table.

Elemental Armor[edit]

Beginning at 15th level, as an action you can imbue your armor with your attuned element. You gain immunity to damage of that type and this feature last for 1 minute. Once you have used this feature you cannot do so again until you have finished a short rest.

Powers of the Elements[edit]

Choosing this subclass allows for the elements to enhance your attacks.

Elemental Effect[edit]

Beginning at 3rd level you can enhance your arrow attacks based on your attuned element. The DC is 8 + Proficiency + Intelligence Modifier

Fire

When a ranged imbued attack hits a creature, it must make a Dexterity saving throw or be set on fire taking 1d10 fire damage at the start of its turn. The creature must use an action to douse the fire.

Water

When a ranged imbued attack hits a creature, it must make a Dexterity saving throw or have its speed reduced to half for 1 minute.

Earth

When a ranged imbued attack hits a creature, it must make a Strength saving throw or be pushed up to 10 feet directly from you.

Wind

When a ranged imbued attack hits a creature, it must make a Wisdom saving throw or be paralyzed for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

Once you have used this feature you cannot do so again until you have finished a short rest.

Elemental Power Shot[edit]

Beginning at 7th level you can use your action to make a ranged attack forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 elemental damage on a failed save, or half as much damage on a successful one.

Elemental Volley[edit]

Beginning at 10th level you can use your action to make a ranged attack against any number of creatures within 20 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Your elemental damage is applied to each attack that hits.

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