Wizard
Base Class: Wizard

Spellbow wizards use arcane magic to enhance their ranged combat abilities, blending precise marksmanship with arcane might. They rely on ranged weapons to channel their magic, making them a unique blend of marksman and spellcaster.

Level 3: Arcane Marksman

You gain proficiency in light armor and can imbue one ranged weapon with arcane energy during a 1-hour ritual performed during a short rest. You gain proficiency with that weapon and can use it as your spellcasting focus. Imbuing a new weapon breaks the previous connection.

In addition, you gain the following benefits when using your chosen weapon:

  • Your ranged weapon attacks are treated as magical to overcome damage reduction.
  • When you damage a creature with a ranged weapon attack, you may use a bonus action to apply one of the following Elemental Shots. If the target is immune to the damage type, the target only takes weapon damage.
    1. Searing Shot (Fire): Deals an extra 1d8 fire damage and the target’s next attack roll is made with disadvantage.
    2. Freezing Shot (Cold): Deals an extra 1d8 cold damage and the target’s movement speed is reduced by 10 feet until the start of your next turn.
    3. Shocking Shot (Lightning): Deals an extra 1d8 lightning damage and the target can’t make reactions until the start of its next turn.
    4. Corrosive Shot (Acid): Deals an extra 1d8 acid damage and the next attack roll against the target is made with advantage.

You also gain proficiency in the Acrobatics skill. If you already have proficiency you may select another in its place.

Level 3: Spellstrike

When you use the Magic action to cast a spell, you can deliver it through a ranged weapon attack. 

You may use the spell’s or weapon’s range, but you can never exceed a weapon’s maximum range.

The spell must be a ranged, touch, or 'Self' spell with an Area of Effect (such as a cone or line).

You may use your spellcasting ability modifier rather than Dexterity for ranged weapon attacks and damage rolls when using Spellstrike.

A successful hit deals weapon damage to the target and becomes the origin point of the spell.

If you miss and the spell has an area of effect, roll randomly to determine the origin point within a 10-foot square of the intended target. (2d6 to determine X-axis and Y-axis point of intersection)

You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest.

Level 6: Extra Attack

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your cantrips that has a casting time of an action.

Level 10: Elemental Attunement

During a short rest, attune to an element (fire, cold, lightning, or acid). When you apply the associated Elemental Shot, you can also expend a spell slot to increase its damage and heighten its effect. You cannot use this feature if you also used Spellstrike on the same turn.

  • Fire: As Searing Shot, plus another 1d8 fire damage per level of the spell slot expended, and the target bursts into flames and begins burning.
  • Cold: As Freezing Shot, plus another 1d8 cold damage per level of the spell slot expended, and the target can’t make more than one melee or ranged attack during its next turn.
  • Lightning: As Shocking Shot, plus another 1d8 lightning per level of the spell slot expended, and the target makes concentration checks at disadvantage until the start of its next turn.
  • Acid: As Corrosive Shot, plus another 1d8 acid per level of the spell slot expended, and the target has disadvantage on the next saving throw.

In addition, you can use a reaction to gain resistance to your attuned element until the beginning of your next turn.

Acid

As Corrosive Shot, plus another 1d8 per level of the spell slot, and the target has disadvantage on the next saving throw.

Cold

As Freezing Shot, plus another 1d8 per level of the spell slot, and the target can’t make more than one melee or ranged attack during its turn.

Fire

As Searing Shot, plus an additional 1d8 fire damage per level of the spell slot. The target bursts into flames and begins burning.

Lightning

As Shocking Shot, plus another 1d8 per level of the spell slot, and the target makes concentration checks at disadvantage until the end of your next turn.

Level 14: Martial Arcanist

You add your Intelligence and Dexterity modifier (minimum of +1) to the damage of your ranged weapon attacks.

Spellbow Image

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