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Circle of Elemental Archers

Circle Spells

Druid Level  Circle Spells
3rd  Cordon of Arrows, Melf's Acid Arrow
5th  Elemental Weapon, Flame Arrow
7th  Locate Creature, Elemental Bane
9th  Swift Quiver, Commune with Nature
 

Hunting Prowess

By joining this circle at 2nd level, you devote yourself to marksmanship and the spirit of the hunt. You gain proficiency with shortbows and longbows. In addition, you can use a ranged weapon you are proficient in as a spellcasting focus for your druid spells.

Elemental Shot

At 2nd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn Elemental Shots which are fueled by special dice called primordial dice.   You learn 2 Elemental shot options of your choice from the basic Elemental Shot list. Once per turn when you hit a creature with a shortbow or longbow as part of the Attack action, you can expend a primordial die to apply one of your Elemental Shot options to the arrow. You gain an additional basic Elemental Shot option of your choice when you reach 6th, 10th, and 14th level in this class. You can replace one of your Elemental Shot options with another of the same type whenever you gain a level.   You have two primordial dice, which are d6s. A primordial die is expended when you use an Elemental Shot. You regain all of your expended primordial dice when you finish a short or long rest. Your primordial dice become d8s at 6th level, d10s at 10th level, and d12s at 14th level. When an Elemental Shot requires a creature to make a saving throw, it is made against your druid spell save DC.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn with a shortbow or longbow.
  In addition, attacks you make with a shortbow or longbow count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Exotic Shot

At 10th level you learn two Exotic Shot options from the Exotic Shot list. They do not count against the number of Elemental Shots you know, but otherwise work like Elemental Shots.

Improved Elemental Shot

Starting at 14th level you gain an additional primordial die, and as a bonus action you can you can expend a use of your Wild Shape feature to regain all of your expended primordial dice.  

Elemental Shot Options


Flaming Arrow: You imbue your arrow with the element of fire. When the target is hit by this arrow it takes additional fire damage equal to your primordial die, and at the start of each of its turns, it must make Dexterity saving throw. On a failed save it takes fire damage equal to your primordial die. On a successful save, the effect ends.   Freezing Arrow: You imbue your arrow with the element of frost. When the target is hit by this arrow it takes additional cold damage equal to twice your primordial die. The target must also make a Constitution saving throw. On a failed save, its speed is halved. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.   Shocking Arrow: You imbue your arrow with the element of lightning. When the target is hit by this arrow it takes additional lightning damage equal to twice your primordial die. The target must also make a Dexterity saving throw. On a failed save, it can't use reactions until the end of your next turn.   Noxious Arrow: You imbue your arrow with the element of poison. When the target is hit by this arrow it takes additional poison damage equal to twice your primordial die. The target must also make a Constitution saving throw. On a failed save it becomes poisoned until the end of your next turn.   Corrosive Arrow: You imbue your arrow with the element of acid. When the target is hit by this arrow it takes additional acid damage equal to twice your primordial die. The target must also make a Dexterity saving throw. On a failed save, its Armor Class is reduced by 1 until the end of your next turn.

Exotic Shot Options

Rotting Arrow: You imbue your arrow with the sickening element of decay. When the target is hit by this arrow it takes additional necrotic damage equal to twice your primordial die. For one minute, the first time it takes damage on a turn, it takes extra necrotic damage equal to your primordial die, and it makes a Constitution saving throw. On a successful saving throw, this effect ends early. A target can only take extra damage from this arrow three times a round, afterwards this arrow does not deal extra damage until the next round.   Forgetful Arrow: You imbue your arrow with magic that disrupts thoughts. When the target is hit by this arrow it takes additional psychic damage equal to twice your primordial die. The target must also make an Intelligence saving throw. On a failed save, the target loses the ability to cast spells other than cantrips until the end of your next turn.   Incandescent Arrow: You imbue your arrow with the element of light. When the target is hit by this arrow it takes additional radiant damage equal to twice your primordial die. The target must also make a Wisdom saving throw. On a failed save, the target sheds bright light in a 10-foot radius and dim light for another 10 feet, and attacks against it have advantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.   Storm Arrow: You imbue your arrow with the concussive element of thunder. When the target is hit by this arrow it takes additional thunder damage equal to twice your primordial die. The target must also make a Strength saving throw. On a failed save, the target is pushed 15 feet directly away from you and is knocked prone.   Destructive Arrow: You overload your arrow with explosive amounts of raw energy. When the target is hit by this arrow the target and every creature within 10 feet of it takes force damage equal to twice your primordial die.

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