Elemental Archer (5e Class)
Archer: Elemental
Creating an Elemental Archer
- 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:
- (a) scale mail or (b) leather armor
- (a) Longbow and Arrows (20) or (b) Hand Crossbow and Crossbow Bolts (20)
- (2) Shortswords
- If you are using starting wealth, you have 4d4x10 in funds.
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
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
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
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
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Attunement
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
Choosing this subclass allows for the elements to defend you.
Elemental Effect
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
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
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
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
Choosing this subclass allows for the elements to enhance your attacks.
Elemental Effect
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
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
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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