Base Class: Wizard
You have trained to manipulate spells and magic into a unique form of magical archery.
Magick Archery
Beginning when you select this school at 2nd level, you learn how to turn shortbows into modified, string-less versions that you use for your archery. You are proficient with this weapon.
When you take the attack action with this weapon, you create a magical bolt of force damage. This bolt functions identically to the magic missile spell, dealing 1d4+1 damage and cannot miss. Before making an attack with the bow, you can expend a spell slot to add 1 additional bolt for each level of the spell slot expended. Any time you must make an attack roll using a Magick Shot option, you may use your Intelligence modifier for the attack roll instead of your Dexterity modifier.
Arcane Restriction/Arcane Sculpting
Beginning at 2nd level, you can halve the gold and time costs for learning spells of the Abjuration, Evocation, and Transmutation schools, but triple the costs for all other schools.
Additionally, you learn to expend spell slots to empower your archery attacks in unique ways. You can choose 2 options from the Magick Shot list and gain another option at 7th, 10th, 15th, and 18th level.
Bolt of Attraction/Repulsion
When you take the attack action, you may expend any number of spell slots with a total spell level of at least 7. If you do, you fire a bolt to a surface or object you can see within range. Upon landing, the bolt emits a 60 foot radius field of your choice of either Attraction or Repulsion. This field lasts for 1 hour.
Attraction - The bolt causes creatures to feel an intense urge to approach while within 60 feet of it. When a creature comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.
If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Attraction - The bolt causes creatures to feel an intense urge to leave the area and avoid the area. When such a creature comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. You may designate any number of creatures to be immune to this effect.
Bolt of Imprisonment
When you take the attack action, you may expend any number of spell slots with a total spell level of at least 7. If you do, your molt turns invisible and flies at a target your can see within range. The target becomes enveloped in an invisible cube shaped prison composed of magical force. The prison is a solid box 10 feet on each side or a cage prison 20 feet on each side that is made up of 1/2 inch diameter bars spaced 1/2 inch apart. A solid box prison creates a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. A creature in the prison cannot leave by nonmagical means, and if it tries to leave by using teleportation or interplanar travel, if must first succeed a Charisma saving throw or waste the use of its spell or effect. The prison also extends into the ethereal plane.
A creature targeted by this option can make a Dexterity saving throw at disadvantage to avoid the effects. You may target an additional creature and make an additional prison for each spell level above 7th that you expend.
Disintegrating Bolt
When you take the attack action, you may expend any number of spell slots with a total spell level of at least 7. If you do, you may target a creature within range, and that creature must make a Dexterity saving throw or take 6d10+40 force damage.
At 15th level, this option changes to Sacrificial Bolt. It retains the spell slot cost.
Sacrificial Bolt - You make an attack roll against the target. As part of this attack, you must expend at least 1 unspent hit die. On a hit, the target takes 5d10+50 force damage. For every hit die past the the first that you expend, you decrease the variable damage by 1d10 and increase the fixed damage by 10 (i.e. 4d10+60, 3d10+70, etc.). Additionally, for every hit die expended, you lose 2 hit points.
Explosive Bolt
When you take the attack action, you may expend any number of spell slots with a total spell level of at least 4. If you do, you make a ranged spell attack on a creature you can see within range. On a hit, the creature takes 4d4 fire damage and a glowing fiery bolt remains sticking out from the creature. The next attack made against that creature by anyone has advantage. Additionally, when the creature is next hit by an attack, the bolt explodes dealing 8d6 fire damage to the creature. Any creatures within 10 feet of the bolt when it detonates, must make a Dexterity saving throw to avoid taking the damage as well (halved on success). Friendly creatures are immune to this damage.
If the attack misses, the bolt embeds itself in the first surface it contacts and can still be hit to detonate in a 10 foot radius (it has an AC of 10). Each spell level above 4 that you expend for this option increases the explosion damage by 1d6.
At 15th level, you can instead expend 6 spell levels worth of spell slots to detonate the bolt at any point you can see within range to deal 10d8 fire damage in a 20 foot radius. Creatures in the area can make a Dexterity saving throw to take half damage.
Funnel Trail
When you take the attack action, you may expend any number of spell slots with a total spell level of 1. If you do, you instead target a point you can see within range that is on a solid surface or object. When the bolt hits, it creates a powerful gravitational pull towards itself. Any creature within 15 feet of the bolt must make a Strength saving throw or be pulled up to 15 feet towards the center and knocked prone. Creatures that succeed the saving throw instead take 2d6 force damage from resisting the pull.
At 15th level, the pull now continues to last for 1 minute or until you choose to end the effect. The radius around the bolt counts as difficult terrain for creatures moving in any direction that is not directly towards the center. You may designate any number of creatures to be immune to this effect.
Jumper Bolt
When you take the attack action, you may expend any number of spell slots with total spell level of at least 5. If you do, you may launch a bolt to a point you can see within range. When the bolt reaches its destination, you and up to 3 willing creatures teleport to the bolt's location.
At 15th level, you may instead target up to 6 creatures that you can see within 40 feet of the bolt's location and teleport each creature to an unoccupied space you can see within 120 feet of you. Unwilling creatures must succeed on a Wisdom saving throw to resist this effect.
Magic Flare
When you take the attack action with your Magick Bow, you can expend any number of spell slots with a total spell level of at least 2. If you do, your attack changes into a radiant bolt that you fire at any point you can see within range. While in flight, the bolt illuminates the space around it in a 20 foot radius in bright light. When the bolt reaches its destination or hits a solid object, it detonates into a brilliant flare, shedding bright light in a 60 foot radius and dim light in a further 30 foot radius for 1 minute.
Any undead creatures within the area of bright light upon detonation take 3d6 radiant damage, halved upon a successful Dexterity saving throw.
At 15th level, the damage upon detonation increases to 4d6 and applies to undead, fiends, and aberrations.
Ricochet Seeker
When you take the attack action, you can expend any number of spell slots with a total spell level of at least 4. If you do, your bolt transforms into a bolt of lightning that deals 4d6 lightning damage. You then may make another attack roll against 2 other creatures within 20 feet of the original target, as the bolt ricochets wildly (even if it missed). Each spell level above 2nd that you expend increases the damage by 1d6.
At 15th level, this option instead fires 3 bolts, each of which ricochets up to 2 times.
Seeker bolts
When you take the attack action, you may expend any number of spell slots with a total spell level of at least 4. If you do, you may target up to 4 creatures you can see within range. You then launch a magical bolt at each of the targeted creatures. These bolts cannot miss, and they each deal 4d4+4 force damage. Each spell level above 4th that you expend allows you to target 1 additional creature.
At 15th level, you can now target the same creature multiple times. If the creature is Medium or smaller in size, you can target it twice. If the creature is Large, you may target it 3 times. If the creature is Huge or larger, you may target it 4 times. If you target a creature more than once with this ability, it uses up one of the targets available.
Warding Arrow
When you take the attack action, you may expend any number of spell slots with a total spell level of at least 1. If you do, the targeted creature becomes warded by protective magic. You may give the targeted creature one of the following resistances for 1 minute: fire, cold, acid, lightning, thunder, necrotic, or radiant damage. For each spell level above 1st that you expend for this effect, you can add an additional resistance to the effect.
At 15th level, this option gives a +2 to the creature's AC, as well as allowing you to choose slashing, bludgeoning, or piercing damage on top of the other resistances.
Shadow Attraction
Starting at 6th level, you can add your intelligence modifier to attack and damage rolls with daggers.
Additionally, once per long rest you can gather shadows around you and any creatures you choose within 15 feet of you. For the next 10 minutes, effected creatures gain a +10 to their stealth ability checks.
Magic Rebuffer
Beginning at 10th level, when you finish a short or long rest, you can choose either Dexterity, Intelligence, Wisdom, or Charisma. You gain advantage on the chosen saving throw against spells and magical effects. This lasts until your next short or long rest.
Overcharge
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, or use one of your magic shot options that deals damage, you can deal maximum damage with that spell or ability.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
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