Spell Archer (5e Subclass)

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Spell Archer[edit]

Fighter Subclass

Oh I'm sorry can't you also kill an orc at 50 paces with a fireball imbued arrow? How silly of me to think you were anywhere near my level of power.
—Vyrinika Nytefarre, Half-Drow Spell Archer
yuji-yuan-archer-girl.jpg
Magic Archer by Yuji Yuan

When any individual finds their aptitude for archery to be greater than all those around them they tend to seek out this class to further their astounding powers with a bow by firing pure arcane power from their bows and crossbows, giving them both deadly accuracy and explosive results. Spell archers are arcane magicians that can shoot spells from their weapons as projectiles, unleashing a barrage of magic over their opponents.

Bonus Proficiencies

At 3rd level, you gain proficiency with the Arcana skill. If you are already proficient with this skill, you can choose any other skill from the Fighter's list.

Spell Archery

Starting at 3rd level, you learn how to fire magic from your ranged weapons. You learn certain cantrips or spells that you can cast from any ranged weapon that has the ammunition property. When you cast these spells, you don't spend a piece of ammunition, nor you need to offer any type of material, verbal or somatic component.

To cast a spell trough your spell archery feature, you use your ranged weapon attack bonus, instead of using a spell attack bonus. You also add your Dexterity modifier to the damage of your cantrip and spell shots.

You can only cast spells learned trough this feature as spell or cantrip shots. For example, learning fire bolt trough multi-classing as a wizard doesn't grant you the ability to use fire bolt as a cantrip shot.

Also, benefits that are applied when you cast a spell or cantrip, aren't applied when you fire a cantrip spell or cantrip shot. Whenever a feature, feat or similar ability states that you gain a benefit using the wording Cast aren't applied to cantrip or spell shots.

Cantrip Shots.You learn two cantrips from the Spell Archer list. You learn a new one at 7th and 15th levels.
Spell Shots. You learn two spells from the Spell Archer list. You learn a new one at 7th, 10th, 15th and 18th levels. As an action, you can cast one spell shot you know, without spending a spell slot. The spell shot is cast at a level equal to your proficiency bonus - 1.
You can cast a spell shot twice, and regain your uses after finishing a short or long rest.
Regular Casting. You can cast your cantrips or spell shots as regular spells, without firing from a ranged weapon. When you do so, you use Intelligence as your spellcasting ability, and you must offer the spell components as normal.
Quick Fire

Beginning at 7th level, you can choose to not add your Dexterity modifier to the damage of your cantrip shot to, instead, fire one additional cantrip shot as part of the same action.

Arcane Mark

At 10th level, your spell shots leave an arcane mark that cause your attacks to pursue the enemy position. When you hit a creature with a cantrip or spell shot on this turn, your next cantrip or spell shot made until the end of your next turn is made at Advantage.

Arcane Volley

At 15th level, when you use your Action Surge, you can choose a cantrip and fire it as a volley against multiple enemies. Choose a point within the cantrip's range. You can make one attack with that cantrip against each creature within a 10-foot radius of the chosen point.

You can use your Volley after or before the additional action granted by action surge.

Magic Barrage

At 18th level, when you cast a Spell Shot using your action, you can use your bonus action to fire a cantrip shot.

Spell Archery Spells[edit]

Cantrip Shots

chill touch, eldritch blast, fire bolt, ray of frost

Spell Shots

chaos bolt, chromatic orb, guiding bolt, ice knife, Jim’s magic missile, ray of sickness, witch bolt

Spell Shots

Prerequisite: 7th level

acid arrow, ray of enfeeblement, scorching ray

Spell Shots

Prerequisite: 10th level

fireball, lightning bolt

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