Sorcerer
Base Class: Sorcerer

Your powerful connection to your bow (or other ranged weapon) enables you to infuse shots with spells and other magical effects.

Spell Quiver Features

Sorcerer Level Feature
1st Spell Arsenal, Spellshot
6th Guided Arrows
14th Battlefield Preparation
18th Ballistic Focus

Spell Arsenal

You learn additional spells when you reach certain levels in this class, as shown on the spell table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation, or enchantment spell from the sorcerer, ranger, or wizard spell list.

 

Sorcerer Level Spells
1st Dissonant Whispers, Guiding Bolt
3rd Acid Arrow, Branding Smite
5th Conjure Barrage, Lightning Arrow
7th Black Tentacles, Elemental Bane
9th Banishing Smite, Conjure Volley

Spellshot

When you pick this subclass you gain proficiency with simple and martial ranged weapons.

Starting at 1st level, you have learned to speak your spells into your arrows before firing them. Once per turn, when you cast a sorcerer spell as an action or bonus action, you may make a ranged weapon attack as part of the casting. The spell must target one creature or have an area of effect. The maximum range for both the spell and weapon attack is equal to the normal range for the weapon you're using (for example 150ft for a longbow).

Your weapon is your focus for this casting of the spell, and firing the weapon includes any somatic component necessary. Any material components with gold values must be included in the casting as normal.

Resolve the attack and spell separately with the both targeting the same creature. In the case of area of effect spells, the point of origin is the square which the target occupies.

Guided arrows

At 6th level, you have learned to use metamagic to alter the flight of your arrows. When you miss a ranged weapon attack made as part of a spell cast with the Spellshot feature, you may expend 1 to 3 sorcery points to add 2 to your attack roll for each sorcery point spent.

Battlefield Preparation

At 14th level you have learned to teleport to arrows specifically placed for the purpose.

As a bonus action you may fire an arrow / bolt / bullet into the ground anywhere in range of your weapon, marking that space.

As a reaction, when you take damage from a melee attack, you may teleport to any unoccupied square (within 200ft) that you have marked with this feature. The piece of ammunition used is magically loaded into your weapon and you may fire it at the creature who attacked you if they are in range. Whether you attack or not, the mark you teleported to is expended.

You may have a number of marked spaces on the battlefield at a time up to your proficiency bonus. If you have the maximum number of spaces marked and you place another, you must remove one existing mark first.

Ballistic Focus

At 18th level you can use a bonus action to enter a deep focus for one minute to maximize your accuracy. During this minute:

  • You add your charisma and dexterity modifiers instead of just dexterity to ranged weapon attack rolls.
  • You critically hit with ranged attacks on a 19 or 20.

You remain focused for 1 minute. It ends early if you are incapacitated, if you lose concentration (as if on a spell), if you die, or if you dismiss it as a bonus action.

You can use this feature once per long rest unless you spend 5 sorcery points to use it again.

Previous Versions

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