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Archer Druid Subclass?
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<blockquote data-quote="ClaytonCross" data-source="post: 7483797" data-attributes="member: 6880599"><p>So we already have Shillelagh, Devotion paladins with Sacred Weapon (works on bows), HexBlade warlocks using Charisma with improved pact weapon bows that eldritch smite at range. Hunter's mark is already duplicated from rangers to warlocks with hex. I am not against the idea but I feel like it NEEDS to be something unique not just another reskin and sharing of existing powers / spells. Otherwise your just playing a <strong>Arche Fey Patron Warlock pact of the Blade using a improved pact weapon and smiting at range</strong>... which again redundant.</p><p></p><p>To that end... </p><p></p><p>If your going to steel a bonus spell don't steal hunter's mark that relies on number of attacks when druids don't get extra attack or a way to attack with again with a bonus action. Some better spells to borrow would need to be focused on single attacks with special effects. Examples:</p><p></p><p><strong>Ensnaring Strike</strong> - does not say melee attack, restrains targets for other allies to beat on, does damage every round, DAMAGE SCALES WITH SPELL SLOT USED!!</p><p><strong>Zephyr Strike</strong> - does not say melee attack, allows the archer to break from melee range without granting an opportunity attack, which is good for an archer</p><p><strong>Hail of Thorns</strong> - does AoE damage and damage scales with slot used.</p><p></p><p>The only issue here these are Ranger spells and druids have more and hire spell slots, so not only are you steeling them but you can use them more and with higher damage than a Ranger could dream for.... just these 3 would make a Ranger cry. We no longer need them.</p><p></p><p>lets consider the Green Flame Blade, Booming Blade, and Shadow Blade spells. All powerful melee spells that scale. You can stack the cantrips with Shadow Blade. A druid "arcane archer" does need a cantrip spell that scales because of the number of spell slots they get but that didn't stop them from giving all of these to a sorcerer (draconic get 13 + dex AC which is low level medium armor.) </p><p></p><p><strong>The most interesting part of these to me is Shadow Blade and its damage progression</strong>:</p><p>Advantage to hit in dim light or darkness + respawn and other effects</p><p>Psychic damage</p><p>2d8 at level 2 </p><p>then "At Higher Levels: When you cast this spell using a 3rd or 4th level slot, the damage is 3d8. At 5th or 6th level, it's 4d8. At 7th level or higher, it's 5d8."</p><p></p><p>Lets make that Nature based:</p><p></p><p><u><strong>StormBow</strong></u></p><p>2nd-level enchantment</p><p>Casting Time - 1 bonus action </p><p>Range - Self </p><p>Components - V S </p><p>Duration - Conc. Up to 1 minute </p><p>You touch a bow or crossbow imbuing it with natures power. You're proficient with it until the spell ends. It deals 2d8 Lighting damage. You have advantage if the target is wearing metal armor.</p><p></p><p>If you drop the weapon or throw it, while the spell lasts, you can use a bonus action to make the weapon dissipate and reappear in your hand. </p><p></p><p>At Higher Levels: When you cast this spell using a 3rd or 4th level slot, the damage is 3d8. At 5th or 6th level, it's 4d8. At 7th level or higher, it's 5d8. </p><p></p><p><strong>But hay lets consider booming blade, because they gave it to melee already and that would be awesome with a ranged weapon</strong></p><p></p><p><u><strong>Thunder strike Arrow</strong></u></p><p>Enchantment cantrip </p><p>Casting Time - 1 action </p><p>Range - self </p><p>Components - V M (A Ranged weapon) </p><p>Duration 1 round </p><p>Draw and arrow or bolt imbuing it with natures power then immediately make a ranged attack with an appropriate ranged weapon. On hit, the target suffers the attack's normal effects and if it willingly moves before the end of your next turn, it takes 1d4 thunder damage and the spell ends. </p><p></p><p>At 5th level, the melee attack deals an extra 1d4 thunder damage, and the moving damage increases to 2d4. Both damages increase by 1d4 at 11th and 17th level.</p><p></p><p><strong>You will note that I changed the damage to a 1d4, but if we are honest this is in addition to your normal attack and your likely not in striking range of anyone you would use it on making it WAY more powerful than the standard booming blade for crowd control. Without play testing it reducing it to a d4 should make it an impact but not just striate murder melee enemies who will have to move to you to attack. Yes, you can use booming blade with a glaive for a similar effect but then you would not be combining it with shadow blade.</strong></p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7483797, member: 6880599"] So we already have Shillelagh, Devotion paladins with Sacred Weapon (works on bows), HexBlade warlocks using Charisma with improved pact weapon bows that eldritch smite at range. Hunter's mark is already duplicated from rangers to warlocks with hex. I am not against the idea but I feel like it NEEDS to be something unique not just another reskin and sharing of existing powers / spells. Otherwise your just playing a [B]Arche Fey Patron Warlock pact of the Blade using a improved pact weapon and smiting at range[/B]... which again redundant. To that end... If your going to steel a bonus spell don't steal hunter's mark that relies on number of attacks when druids don't get extra attack or a way to attack with again with a bonus action. Some better spells to borrow would need to be focused on single attacks with special effects. Examples: [B]Ensnaring Strike[/B] - does not say melee attack, restrains targets for other allies to beat on, does damage every round, DAMAGE SCALES WITH SPELL SLOT USED!! [B]Zephyr Strike[/B] - does not say melee attack, allows the archer to break from melee range without granting an opportunity attack, which is good for an archer [B]Hail of Thorns[/B] - does AoE damage and damage scales with slot used. The only issue here these are Ranger spells and druids have more and hire spell slots, so not only are you steeling them but you can use them more and with higher damage than a Ranger could dream for.... just these 3 would make a Ranger cry. We no longer need them. lets consider the Green Flame Blade, Booming Blade, and Shadow Blade spells. All powerful melee spells that scale. You can stack the cantrips with Shadow Blade. A druid "arcane archer" does need a cantrip spell that scales because of the number of spell slots they get but that didn't stop them from giving all of these to a sorcerer (draconic get 13 + dex AC which is low level medium armor.) [B]The most interesting part of these to me is Shadow Blade and its damage progression[/B]: Advantage to hit in dim light or darkness + respawn and other effects Psychic damage 2d8 at level 2 then "At Higher Levels: When you cast this spell using a 3rd or 4th level slot, the damage is 3d8. At 5th or 6th level, it's 4d8. At 7th level or higher, it's 5d8." Lets make that Nature based: [U][B]StormBow[/B][/U] 2nd-level enchantment Casting Time - 1 bonus action Range - Self Components - V S Duration - Conc. Up to 1 minute You touch a bow or crossbow imbuing it with natures power. You're proficient with it until the spell ends. It deals 2d8 Lighting damage. You have advantage if the target is wearing metal armor. If you drop the weapon or throw it, while the spell lasts, you can use a bonus action to make the weapon dissipate and reappear in your hand. At Higher Levels: When you cast this spell using a 3rd or 4th level slot, the damage is 3d8. At 5th or 6th level, it's 4d8. At 7th level or higher, it's 5d8. [B]But hay lets consider booming blade, because they gave it to melee already and that would be awesome with a ranged weapon[/B] [U][B]Thunder strike Arrow[/B][/U] Enchantment cantrip Casting Time - 1 action Range - self Components - V M (A Ranged weapon) Duration 1 round Draw and arrow or bolt imbuing it with natures power then immediately make a ranged attack with an appropriate ranged weapon. On hit, the target suffers the attack's normal effects and if it willingly moves before the end of your next turn, it takes 1d4 thunder damage and the spell ends. At 5th level, the melee attack deals an extra 1d4 thunder damage, and the moving damage increases to 2d4. Both damages increase by 1d4 at 11th and 17th level. [B]You will note that I changed the damage to a 1d4, but if we are honest this is in addition to your normal attack and your likely not in striking range of anyone you would use it on making it WAY more powerful than the standard booming blade for crowd control. Without play testing it reducing it to a d4 should make it an impact but not just striate murder melee enemies who will have to move to you to attack. Yes, you can use booming blade with a glaive for a similar effect but then you would not be combining it with shadow blade.[/B] [/QUOTE]
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