Base Class: Bard
Some Bards like to sing. Some Bards like to Dance. Some Bards like the sword.
Bolts prefer to shoot & impress!
Bards of the College of Arcane Marksmanship are called Bolts, and they entertain with enthralling feats of weapon prowess, punctuated with flashy arcane spellcasting. Bolts perform trick-shots, weapon juggling, and other dangerous feats enhanced with fast & precise arcane embellishments. Like most Bards, Bolts love to please a crowd and they apply the arts of persuasion, deception, and sleight of hand to increase the spectacle of their performances. Bolts may use their skills to entertain, but their core skills are those of highly trained and skilled warrior spellcasters.
College of Arcane Marksmanship: Level 3
Agile Arcane Apprentice
Your training in fast, tricky, magical showmanship grants you the following:
If you’re proficient with a weapon with the ammunition property, you can use it as a spellcasting focus.
If your spellcasting focus is equipped you do not need a free hand to cast.
You may add your charisma modifier as bonus force damage to any ranged attack cantrips or spells.
You may learn an eldritch adept or metamagic adept option.
You get 2 agile sorcery points per long rest which can be expended to use metamagic, this becomes 4 per long rest at level 6, and 6 per short rest at level 10.
You may learn 2 cantrips or spells from any other class up to level 2.
The spell becomes a bard spell and uses charisma but does not count against the number of bard spells known.
As an agile caster, the cantrips or spells you learn with this ability are restricted to these criteria:
- Must have a DURATION of Instantaneous and a CASTING TIME of 1 Action/Reaction/Bonus Action.
Marksmanship Expertise & Style
As an expert marksman you ignore the loading property of weapons with the ammunition property with which you are proficient, being within 5 feet of targets doesn’t impose disadvantage on any ranged attack rolls including spells, and you adopt one of these styles of fighting as your specialty.
Dueling Marksman: Once per round, when a weapon with the ammunition property and no other weapon is equipped, you gain bonus damage equal your character level -1 to a maximum of 10 and gain proficiency with any two weapons with the ammunition property and medium armor.
Two-Weapon Marksman: When a weapon with both the light and ammunition properties is equipped you can engage in two-weapon fighting without any restrictions on the use of ability modifiers. i.e. you may attack with a weapon you have not already attacked with this round as a bonus action without penalty.
Shooting Flourish
You have learnt to conduct impressive displays of martial prowess and speed with weapons with the ammunition property.
When you have a weapon with the ammunition property equipped, you can choose to use a Shooting Flourish as an action.
While you may freely use a shooting flourish once per short rest, any subsequent uses require you to expend a bardic inspiration.
Bonus Calculation: If expending bardic inspiration, use the roll on that die to calculate bonuses. Otherwise roll an equivalent die.
Defensive Flourish
Your practiced skill or inspiration causes any damage inflicted by this action to cause bonus additional damage.
You also maneuver quickly into a defensive position and may increase your AC until the start of your next turn.
The bonus for both the extra damage and the AC increase is per the bonus calculation above.
Arcane Flourish
If you make an attack with a weapon with the ammunition property this turn, you can cast a spell or cantrip with a casting time of 1 Action as your Bonus Action.
Your practiced skill or inspiration allows you add a bonus to each damage roll per the bonus calculation above.
Dueling Marksman
read the full description and add the bonus damage manually
Two-Weapon Marksman
read the full description and manage the features manually
College of Arcane Marksmanship: Level 6
Extra Attack/Arcane Action
You can attack a second time whenever you take the attack action on your turn.
If you have a weapon with the ammunition property equipped you can expend one Bardic Inspiration to use this attack to cast a spell or cantrip instead.
You also add the number rolled on the bardic inspiration die as damage to each hit.
Agile Arcane Practitioner
- You may learn an additional 2 cantrips or spells from any other class up to level 3 with the same rules as Agile Arcane Apprentice.
- You may learn an eldritch adept or metamagic adept option.
- You may learn another 2 cantrips or spells from another class up to level 3 without restriction.
- The spells become bard spells and use charisma but do not count against the number of bard spells known.
Entertainer
Your experience working a crowd grants you advantage to your choice of two of: Sleight of Hand, Persuasion, Deception, or Performance.
Advantage choice: Deception
You may choose this option.
Advantage choice: Performance
You may choose this option.
Advantage choice: Persuassion
You may choose this option.
Advantage choice: Sleight of Hand
You may choose this option.
College of Arcane Marksmanship: Level 14
Flourish Mastery
When you use a Shooting Flourish or an Extra Attack/Arcane Action you do so without expending bardic inspiration and roll a d12 for the bonus.
Master Entertainer
Your experience working a crowd grants you advantage to your choice of two of: Sleight of Hand, Persuasion, Deception, or Performance.
Agile Arcane Mastery
- You may learn a spellcasting feat.
- You may learn 3 additional cantrips or spells from another class up to any level that you have slots for without restriction.
- The spells become bard spells and use charisma but do not count against the number of bard spells known.
Advantage choice: Deception
you can choose this option
Advantage choice: Performance
You may choose this option.
Advantage choice: Persuasion
you can choose this option
Advantage choice: Sleight of Hand
You can choose this option
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