Elemental Master Archer (5e Feat)
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Elemental Master Archer
Prerequisites: Dexterity 13 or higher
You master the art of elemental archery, being able to infuse your arrows with the powers of the elements. You gain the following benefits:
- When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
- When you make an attack with a bow that have the ammunition property, you can conjure a piece of ammunition made of pure elemental energy. This piece of ammunition causes damage of your chosen type, rather than piercing. This arrow can be fired up to a distance equal to the long range of your bow, without disadvantage for that long range.
- You gain 5 elemental points, which allow you to imbue your archery with arcane power in the following ways:
- Infused Arrows. You can spend 1 elemental point to infuse up to 5 pieces of ammunition with elemental magic for the next minute. A piece of ammunition infused in this way causes 1d4 additional damage from the chosen type. The piece of ammunition breaks after being fired.
- Absorbing Arrow. You can spend 2 elemental points to fire a protective arrow that absorbs elemental energy when you or a creature within your bow range are hit by a ranged spell attack or forced to make a Dexterity saving throw against an effect that cause damage from your chosen type. This feature halve that damage.
- Elemental Volley. When you take the Attack action and make an attack with your bow, you can use a bonus action and spend 3 elemental points to quickly fire an arrow of pure energy (similar to the first bullet point). This arrow automatically hits your target, and ignores half and three quarters cover.
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