Wizard
Base Class: Wizard

Wizards who have studied the school of infusion are strong believers that although magic holds great strength and power, even magic can be improved upon. They believe that magic is at it's strongest when it has been imbued into other objects that act as the delivery mechanism for the spell.

Martial Training

Beginning when you select this school at 2nd level, you gain proficiency in simple and martial ranged weapons.

Cantrip Shot

When you choose this school at 2nd level, you gain the ability to enhance your ammunition by strengthening them with magic. When you make a ranged weapon attack, you can replace the damage and effect of the ammunition with one of your damaging cantrips. You can do this only once per turn.

Quick Shot

Starting at 6th level,  you are able to quickly react after firing a ranged weapon. After you take the attack action, you can make a ranged weapon attack as a bonus action. This ranged weapon attack cannot be a cantrip shot or an imbued shot.

Imbued Shot

Starting at 10th level, you gain the ability to channel your spells and magical power into your ammunition. 

Whenever you make a ranged weapon attack, you can cast a spell you have prepared into the ammunition before you make the attack roll. The spell casted into the ammunition must have a casting time of 1 action, and it must be able to target at least one creature other than you, a point in the air, or have an area of effect originating from you. 

On a hit, the spell triggers against the target. If the spell has an area of effect, it triggers with the target at the center. If the spell normally originates from the caster, the target is the point of origin and the spell continues in the direction of the ammunition. The spell effect triggers before any damage calculation for the ranged weapon attack. If the spell effect requires a Dexterity saving throw, the target has disadvantage on the save.

Improved Shot

Starting at 14th level, when you cast a spell into a piece of ammunition with Imbued Shot, you can treat the spell as being 1 spell level higher than what you cast it at without spending the higher spell slot. You can use this feature once per long rest.

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