Projection Archery Mastery Image
Prerequisite: Dexterity 15+
 

You wield the art of projected weaponcraft, conjuring arrows of countless forms and functions as extensions of your will. Your arrows are not mere ammunition but summoned constructed concepts, shaped for any battlefield need. The reach of all arrow constructs are 80 feet to 600 feet.

You gain access to these abilities:

  • Projection Arsenal

    You can conjure spectral arrows as a free action on each of your turns.
    When you fire a projected arrow, it counts as a magical weapon attack and vanishes immediately after the attack.
    You can conjure a number of arrows per turn equal to your proficiency bonus.

  • Trace: Caliber Shift (Will gain access to 14 different types of arrow projections as you level up)

    Level 4:
    Breaker Shot
    A heavy, spiraling anti-armor arrow.
    Deals +1d8 force damage.
    If the target is wearing armor or using a shield, they must succeed on a Constitution saving throw (DC = 8 + proficiency bonus + Dex modifier).

    On a failed save:
    The armor or shield becomes damaged for 1 minute (If Mending is cast before the time is up, these effects become null).
    Damaged armor: AC bonus is reduced by 1 (minimum +0).
    Damaged shield: grants only a +1 AC bonus instead of +2.

    On a second failed save:
    The armor or shield is broken until repaired, granting no AC bonus.

    Phantom Arrow
    A projected arrow that slips between realities.
    Attack roll is made with advantage.
    Hit deals normal damage but cannot score a critical hit.

    Level 6:
    Scatterburst Arrow
    A controlled micro-explosion.
    On hit, target takes +1d6 fire damage,
    All creatures within 5 ft must make a Dex save (DC = 8 + prof + Dex) or take 1d6 fire damage.

    Severing Pulse Arrow
    An arrow of condensed kinetic pressure.
    On hit, the target's speed is reduced by 10 ft until the start of your next turn.
    If you hit the same creature twice in one turn, they must succeed on a Strength save or be knocked prone.

    Level 8:
    Rending Spiral Arrow
    Deals +1d6 slashing damage.
    Target must make a Dexterity saving throw.
    On a Failed save: Target suffers disadvantage on its next weapon attack before the end of its next turn.

    Pulsar Conduit Arrow
    Deal 2d8 Lightning Damage on a hit
    Each creature within 10 feet of the target must make a Constitution saving throw. On a Failed Save: They suffer 1d4 lightning damage.

    Level 10:
    Silencer Arrow
    A projected arrow designed to disrupt sound and spell shaping.
    Target must make a Wisdom saving throw.
    On a Fail: Target cannot speak loudly or cast spells with verbal components until the start of your next turn.
    On a Success: Target’s verbal spells impose disadvantage on concentration checks this turn.

    Level 12:
    Binding Thread Arrow
    Your projection splinters into threadlike chains of mana on impact.
    Targets when hit must make a Dex Saving Throw.
    On a fail, they are Restrained until the start of your next turn. A creature can use its action to tear the threads (Str check vs. your DC: 8 + Proficiency Bonus + Dexterity Modifier).
    On a success, their speed is reduced by 10 ft.

    Echo Mirage Arrow
    Choose another creature within 15 feet of the original target. That second creature must succeed on an Intelligence saving throw. On a failed save, they take 1d6 psychic damage and have disadvantage on Perception checks against you for 1 round.

    Level 14:
    Soul Pulse Arrow
    On a hit, deal 2d6 radiant damage and the creature must make a Wisdom Saving Throw. On a failed save:
    Target loses all benefits of invisibility, etherealness, or being incorporeal until the end of your next turn.
    Undead take an additional 1d6 radiant damage.

    Judgement Burst Arrow
    All hostile creatures within 10 ft must make a Dexterity saving throw. On a failed save, they take 1d4 radiant damage and are blinded until the start of their next turn. If they succeed, they are not blinded and take half the radiant damage.

    Level 17:
    Avalon Fragment Arrow
    Target one ally. They and any other allied creature 5 feet around them gain +2 AC, and have advantage on Saving Throws.

    Fatebreaker Arrow
    On hit, forces a Con save or the creature loses one reaction and one legendary action until the end of the turn. You can only use this type of arrow once per long rest.

    Chainfire Penetration Arrow
    Fires through multiple targets in a line; creatures in the line must make a Dex save or take damage.

     

  • Multi-Form Barrage

    When you take the Attack action and fire at least one projected arrow, you may fire one additional projected arrow as part of that same action.
    (Still uses your conjured-arrow limit for the turn.)

  • Rapid Re-Projection
    If you miss with a projected arrow, you may immediately conjure one additional arrow (no action) and fire it as part of the same attack, once per turn.
    This does not cost your bonus action or reaction.

  • Trace: Caliber Mergence (upon reaching character level 15)
    You can merge up to 3 different Trace: Caliber Shift arrows into one arrow. You can only do this up to 3 time per short rest.

  • Unlimited Projection (a once per long rest skill usable upon reaching character level level 18)

    For 1 minute:

    • You can conjure unlimited arrows (2 times your Proficiency Bonus) on each turn.

    • You may fire two extra arrows whenever you take the Attack action.

    • All projected arrows count as magical +3 weapons.

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Projection Archery Mastery Image

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