Base Class: Wizard
Wizard Archer
War Training
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with shortbows and longbows. Additionally you can use a bow as a Arcane focus for your spells. When adding new spells to your spellbook you can choose to add spells from the ranger spell list. These spells count as wizard spells for you.
Close Quarters Shooter
You are trained in making ranged attacks at close quarters. 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.
Imbue Arrow
Starting at At 2nd level, as a bonus action you can imbue a spell of first level or higher into an arrow you are holding. You cast the spell as normal, but the spell effect does not occur until after the arrow is used in an attack.
You can only imbue a spell that affects one creature or a spell that has an area such as a sphere, cloud, cone, or cylinder. The arrow holds the spell effect until the end of your next long rest, until it is used in an attack, or until you use this feature again.
If you cast a spell that affects one creature, the next time the imbued arrow hits a creature with an attack, the attack deals damage as normal, and then you resolve the spell’s effect against the target.
If you imbued a spell that has an area, the creature does not need to be hit for the spell to take effect. Instead, you resolve the spell’s effect from the space or creature you targeted. If the arrow hits a creature, damage is dealt as normal. Once you resolve the spell’s effect, the spell vanishes from the arrow.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Empowering Shot
Starting at 10th level when you cast a spell using your Imbue Arrow feature that forces a creature to make a saving throw to resist its effects, it does so at disadvantage. You can use this ability a number of times equal to your intelligence modifier. Additionally you regain all uses after a long rest.
Superior Defense
At 14th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.







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