Elemental Master Archer (5e Feat)
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Elemental Master Archer
Prerequisites: Dexterity 13 or higher
You have honed your skills with the bow to a point of perfection and learned to carry elemental powers within you. You gain 5 archery points, which allow you to improve your ranged attacks in a variety of ways. These points are regained when you finish a long rest.
When you deal damage with a weapon attack, you may use your reaction to deal an extra d6 of the selected damage type of acid, cold, fire, lightning, or thunder.
You gain resistance to the selected damage type.
When you finish a long rest you can change the type of damage you deal.
- Aimed Shot
When you would have disadvantage on a attack roll with a ranged weapon against a creature, you may spend 1 archery point to cancel the disadvantage for that roll.
- Piercing Shot
When you hit a creature with a ranged weapon, you may spend 1 archery point to make the attack deal 1d8 additional damage.
- Quick Shot
When you take the Attack action, you may spend 2 archery points to make an additional ranged weapon attack as a bonus action.
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