Magebow (5e Class)
The glowing light of the arrow is pulled back the ethereal feathers touch the humans lips as they curls into a smile, letting it fly the light streaks off hitting its mark with a thunderous crack! "Told ya I could hit 'em" the human grins as an annoyed elf reaches into their coinpurse.
Magebow
Magic takes all shapes and forms. Magic can be expressed in many ways such as in the shape of knowledge and sent through your own power, through blessing both good or evil from a god or patron, or even in a wild uncontrollable outburst. Magic is not bound by the standard ways even if it is easier to do so. Some mages feel comfortable unleashing their magical talent through atypical means such as the Magebow. A Magebow uses their raw power and a arcane focus (usually a amulet tied around the hand or a ring around the finger) to create a bow of raw magical energy to propel their power.
Creating a Magebow
Magebows are for mages wanting to utilize a combination archery and stealth with the versatility of a magic user.
- Quick Build
You can make a Magebow quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Outlander background.
Class Features
As a Magebow you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Magebow level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Magebow level after 1st
- Proficiencies
Armor: light,
Weapons: Simple Weapons, Shortswords, Scimitars, Rapiers, Whips, Longbows
Tools: none
Saving Throws: Dexterity, Intelligence
Skills: Choose four skills from Acrobatics, Arcana, Athletics, Deception, History, Investigation, Perception, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Light Armor or (b) One finesse weapon
- (a) Light armor or (b) Longbow and twenty arrows
- (a) A Dungeoneer's Pack or (b) An Explorers Pack
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Spellcasting, Magebow, Mages Quiver, Focusbond | 4 | — | — | — | — | — | — |
2nd | +2 | Mageblur, Spellcarry | 4 | 2 | 2 | — | — | — | — |
3rd | +2 | Enhanced Magebow, | 4 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | 3 | — | — | — | — |
5th | +3 | Quiver Feature, Extra Attack, | 4 | 4 | 4 | 2 | — | — | — |
6th | +3 | — | 4 | 4 | 4 | 2 | — | — | — |
7th | +3 | — | 5 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, Enhanced Magebow Increase, | 5 | 5 | 4 | 3 | — | — | — |
9th | +4 | Quiver Feature, | 5 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | — | 5 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | — | 5 | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement, Enhanced Magebow Increase, | 5 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | Quiver Feature, | 6 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | — | 6 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 6 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 6 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | Quiver Feature, | 6 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 6 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 7 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Quiver Feature | 7 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
Spellcasting
As a Magebow, and student of Arcane magic, you have learned spells for archery and other tasks.
- Cantrips
At 1st level, you know four cantrips of your choice. You learn additional Cantrips from the Wizard spell list, as shown in the Magebow table.
- Spell Slots
The Magebow table shows you how many spell slots you have to cast your spells of first level or higher. To cast one of these Wizard spells, you must expend a spell slot of the level of the spells or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level burning hands and have a 1st and 2nd level spell slot available, you can cast burning hands using either slot.
- Spells Known of 1st level and Higher
At 2nd level, you know two 1st level spells of your choice from the Wizard spell list. The Spells Known column of the Magebow table shows when you learn new Wizard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Wizard spells you know and replace it with another spell from the Wizard spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your magebow spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magebow spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your magebow spells.
Magebow
Beginning at 1st level you become capable of creating an ethereal shortbow. The shortbow can fire a number of times equal to your proficiency bonus x your magebow level. The magic arrows created by this magebow deal 1d6 force damage. Once you spend all your uses of the magebow, you can't use it again until you complete a long rest.
Mages Quiver
At 1st level, you choose the following mages quiver: Storm Quiver, Quiver of Tricks and Quiver of God.
Your choice grants you features at 1st level and again at 5th, 9th, 13th, 17th and 20th level.
Focusbond
You may bond with your arcane focus by meditating with it during a short rest. This will let you call the focus to your hand if you are on the same plane of existence as it.
Mageblur
Beginning at 2nd level, you gain a +2 bonus to AC against ranged attacks. This increases to +4 at 12th level.
Spellcarry
Beginning at 2nd level, you have learned to carry spells along with your arrows. Non touch based spells now have a range matching that of a shortbow. You can use this ability a number of times equal to your proficiency bonus + your Intelligence modifier, and regain all your expended uses after completing a short rest.
Enhanced Magebow
Beginning at 3rd level, your magebow is further enhanced and capable of creating an ethereal longbow. Also attacks made with the magebow now deal 1d10 Force damage. This damage increases to 1d12 at eighth level, 2d10 at twelfth level, and to 2d12 at sixteenth level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can use this to cast a spell which only takes one action.
Mages Quiver
Magebows utilize their magic in atypical means, they focus their magic into many varied ways but tend to flow along one of three paths which vary in styles of use.
Storm Quiver
The Storm Quiver is a common choice for those wanting to strike out with their bow like lightning.
- Stormstrike
- When you choose this quiver at 1st level your magebow damage type changes from Force to Lightning. Your magebow also gains advantage on targets wearing metal armor.
- Stormsurge
Beginning at 5th level, when taking the attack action you may choose one of the following effects after an attack roll is made but before it's outcome has been determined. You may do this a number of time equal to your Dexterity modifier (minimum of 1) + your proficiency modifier before a long rest.
- Scatter: If you chose this effect when making an attack you forego the attack, instead your range is reduced to a ten foot cone in front of you. All targets within the cone must make a Dexterity saving throw (8 + your proficiency bonus + your Dexterity modifier) or take 1d8 lightning damage. On a successful save the target takes no damage
- Bolt Strike: If you chose this effect when making an attack, you may add 1d8 to your attack roll.
- Flash: If you chose this effect when making an attack and hit, the target must make a Constitution saving throw of 10 + your Dexterity modifier + your proficiency modifier or be blinded for 1d4 rounds.
- Stormstrike: If you chose the effect when making an attack, you may deal damage and cast a spell of first or second level (consuming a spell slot). That spell affects all creatures within 10 feet of the target. This improves to 20 feet when you reach 13th level, and 30ft at 17th.
- Multitarget
Beginning at 9th level, whenever you make an attack roll, you may pick out three targets instead of one to attack, rolling for each and suffering a -2 to hit.
- Improved Stormstrike
Beginning at 13th level, your magebow now adds and extra 2d6 thunder damage when you hit a target.
- Stormfall
Beginning at 17th level, whenever you make an attack roll you may choose to activate one of the following effects. You may do this a number of times equal to your charisma modifier (minimum of 1) + your proficiency modifier before a long rest.
- Lightning Strike: If you chose this effect when attacking or casting a spell which targets a creature, your magebow calls down three strikes of lightning on a target, you make an attack roll, on a hit the target is struck by the lightning dealing 3d12 damage, this attack has advantage on targets in metal armor
- Sunder: If you chose this effect when attacking or casting a spell, if the attack or spell is a success everyone within 15 feet of the target who can hear it is stunned for 1d4 rounds as a sundering sound cracks forth.
- Stormguide
At 20th level, you may summon two storm elemental archers up to ten feet away from you, they act on your turn and are treated as using your level of Magebow. The elementals will fade if attacked. You may use this power a number of times equal to your proficiency bonus divided by two. After spend all your uses, you regain the ability to use this feature after completing a long rest.
Quiver of Tricks
The quiver of tricks is for those wanting to control the field with tactical superiority and stealth.
- Shadowblend
Beginning at 1st level when you choose this quiver, you add double your proficiency modifier to Dexterity (Stealth) and you may use the spell invisibility on yourself a number of times equal to your proficiency modifier, and regain the ability to do so until you finish a long rest.
- Walk with shadows
Beginning at 5th level, your range with magebows is increased by 100 feet. You also gain +10 feet speed movement while under the effects of the spell invisibility.
- Demoralize
Beginning at 9th level, you may spend a bonus action to gain knowledge of a targets resistances and weaknesses. Furthermore if you reduce a foes health to zero, you may spend a first level spell slot to cause all enemies within 15 feet of the fallen foe to make a Constitution saving throw (DC 8 + you proficiency bonus your Intelligence modifier), upon a fail the affected targets are stricken with fear and must spend their actions running away from either you or the fallen foe (you choose) until the end of their next turn.
- Decoy
Beginning at 13th level, as a bonus action you may create a decoy of yourself this decoy cannot attack but can by mentally controlled as a free action at a range of fifty feet, the decoy moves on your turn. Also you no longer makes noise when walking, this does not stop carried gear from making noise.
- One with Shadows
Beginning at 17th level, you can cast invisibility on your turn without requiring an action.
- Ricochet
At 20th level, you can make a stealth attack with your bow, if the attack hits you may roll again to hit a target within twenty feet, you may keep rolling until attack misses. Upon missing the target the last target hit emits a bright flash blinding all foes within ten feet of the target for 1d4 rounds. This feature may be used as many times equal to your proficiency modifier, and you regain all your uses after completing a long rest.
Quiver of God
This is a strange style for Magebows to use, focusing more on holy magic than Wizard magic as normal.
- Blessed Quiver
Beginning at 1st level when you choose this quiver your cantrips and spells are no longer chosen from the Wizard spell list and are instead chosen from the cleric spell list. Your magebow damage is changed from Force to Radiant.
- Holy Rites
Beginning at 5th level, you may cast spells without the aid of an arcane focus as if you were using an arcane focus, to gain this benefit you must pray each morning to your chosen god/goddess.
- Holy Light
Beginning at 9th level, touch based healing spells can now be carried along with you magebow with a range of 50ft. You may also emit bright light for 50ft at will.
- Gods Protection
Beginning at 13th level, you may add your proficiency modifier to your AC. Also, you gain resistance to slashing, piercing and bludgeoning.
- Godray
Beginning at 17th level, whenever you make an attack you may expend a spellslot to add 2d6 Radiant damage per spell level to the attack. Undead hit by this take double damage.
- Sainthood
Beginning at 20th level, you grow wings and may fly at a speed of 40ft. You also gain immunity to disease and will not die of age.
Multiclassing
Prerequisites. To qualify for multiclassing into the magebow class, you must meet these prerequisites: Dex 13, Int 13
Proficiencies. When you multiclass into the magebow class, you gain the following proficiencies: Acrobatics, Arcana, and Longbow.
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