Bard
Base Class: Bard

The College of Arcane Archery is for those who have found they don't have the musical talents and motivations of other bards.  Their broad experience with arcane magic has enabled them to weave their magic into various types of ranged weapon.

Bonus Proficiencies

When you join the College of Archery at 3rd level, your training focuses on skills required to craft and maintain your weapons.  You gain proficiency with martial weapons and replace your bard instrument proficiencies with proficiency in smith's tools, woodcarver's tools and one other artisan tool of your choice (You may do this through customizing the character sheet).

You may use ranged weapons as a spellcasting focus for your bard spells.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons

Close Quarter's Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks

Defense

While you are wearing armor, you gain a +1 bonus to AC

SpellShot

At 3rd level, you learn how to temporarily infuse your weapon attacks with spells. When you take the Attack action on your turn to make a ranged attack, you can use a bonus action to imbue one of your attacks with magical power. Expend a Bardic Inspiration and replace the attack’s weapon damage with one of the SpellShots described below. You can only imbue one attack per turn.

  • Precise Shot - Choose a bard spell you know of 1st level or higher that requires a spell attack and expend a spell slot equal to the level you wish to imbue.  You may use your weapon attacks and weapon range instead of the spell’s attributes to determine effects. Add your Bardic Inspiration die to its attack rolls.  
  • Accurate Shot - Choose a bard spell you know of 1st level or higher that does not require a spell attack and expend a spell slot equal to the level you wish to imbue.  You replace the spell’s range with that of your weapon. Your imbued weapon hits its target automatically and activating the spell effect. Use the target or target location as the origin of the spell when determining its effects.  When you choose this option, you must choose one of the spell’s rolls to which you will add your Bardic Inspiration die (damage, saving throw, healing, etc.).
  • Dual Shot - You select two targets with Accurate Shot, or Precise Shot, but the spell does half the damage, duration, or healing to its targets.
  • Delayed Shot - Choose one of the above imbued shots.  The spell effects do not activate upon hitting the target.  Instead you may choose to do normal weapon damage and keep the spell effect dormant for up to 1 minute. As a reaction, you may activate the spell using the rules described for that imbued shot.  If you do, you cannot cast any spells higher than cantrips until the end of your next turn.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

SpellShot Master

Starting at 14th level, when you use your SpellShot to perform a Dual Shot, you may instead make two ranged weapon attacks.  These attacks do normal weapon damage + 1d6 elemental or force damage. Using SpellShot in this way does not expend a Bardic Inspiration or Spell Slots.

Previous Versions

Name Date Modified Views Adds Version Actions
5/3/2019 5:38:54 AM
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