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.
5.00
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