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Archer Druid Subclass?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7483689" data-attributes="member: 6871653"><p>When making archery-based archetypes for players, I often start with a refluff of the gunsmith archtype for the UA artificer to allow different ''shot'' options rather than just tacking Extra-attack that players wont use much because spells will always come first.</p><p></p><p><strong>Seeker</strong> (the 4e name for the archer-druid)</p><p></p><p>lvl 2 <strong>Armament of the Spirit</strong></p><p>You gain prof. with Short Bows and Long Bows. You increase the range of every ranged or thrown weapons by your Wis score.</p><p></p><p>lvl 2: <strong>Elemental Spirits</strong></p><p>As a bonus action, you can expend one use of Wildshape to bind your weapon to the elements of nature. For the duration of the wildshape, choose fire, cold, lightning or poison. As an action, you can make a special attack with a ranged or thrown weapon that deals an extra 1d6 damage of the chosen element on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).</p><p></p><p>lvl 6: <strong>Thorn Cloud Shot</strong></p><p>As an action, you can make a special attack with your bow or thrown weapon. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the weapon. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 acid damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).</p><p></p><p>lvl 10 <strong>Alicorn Lance</strong></p><p>As an action, you can make a special attack with your bow or thrown weapon. Rather than making an attack roll, you cause the weapon to unleash a lance of radiance, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 radiant damage. This damage increases to 6d6 when you reach 19th level in this class.</p><p></p><p>lvl 14 <strong>Tidal Wave shot</strong></p><p>As an action, you can make a special attack with your bow or thrown weapon. Rather </p><p>than making an attack roll, you launch an missile imbued with the raging spirit of the primordial sea. The round </p><p>detonates in a 30-foot radius sphere at a point within range. Each creature in that area must </p><p>make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence </p><p>modifier. On a failed saving throw, a target takes 4d8 cold. damage</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7483689, member: 6871653"] When making archery-based archetypes for players, I often start with a refluff of the gunsmith archtype for the UA artificer to allow different ''shot'' options rather than just tacking Extra-attack that players wont use much because spells will always come first. [B]Seeker[/B] (the 4e name for the archer-druid) lvl 2 [B]Armament of the Spirit[/B] You gain prof. with Short Bows and Long Bows. You increase the range of every ranged or thrown weapons by your Wis score. lvl 2: [B]Elemental Spirits[/B] As a bonus action, you can expend one use of Wildshape to bind your weapon to the elements of nature. For the duration of the wildshape, choose fire, cold, lightning or poison. As an action, you can make a special attack with a ranged or thrown weapon that deals an extra 1d6 damage of the chosen element on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). lvl 6: [B]Thorn Cloud Shot[/B] As an action, you can make a special attack with your bow or thrown weapon. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the weapon. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 acid damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6). lvl 10 [B]Alicorn Lance[/B] As an action, you can make a special attack with your bow or thrown weapon. Rather than making an attack roll, you cause the weapon to unleash a lance of radiance, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 radiant damage. This damage increases to 6d6 when you reach 19th level in this class. lvl 14 [B]Tidal Wave shot[/B] As an action, you can make a special attack with your bow or thrown weapon. Rather than making an attack roll, you launch an missile imbued with the raging spirit of the primordial sea. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 cold. damage [/QUOTE]
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