Wizard
Base Class: Wizard

Magic is infused into your ammunition

Master of Range

Beginning when you select this school at 2nd level , you gain proficiency with all simple and martial ranged weapons.

Cantrip Shots

When you choose this school at 2nd level, you gain the ability to enhance your ammunition by strengthening them with magic. When you make a ranged weapon attack you can replace the damage and effect of the ammunition with one of your damaging cantrips. You can use this once per turn.

Quick Shot

Starting at 6th level, you are able to quickly react after you fire a ranged weapon. After you take the attack action, you can make a ranged weapon attack as a bonus action. This ranged weapon attack can not be a cantrip shot or an imbued shot.

Imbued Shot

Starting at 10th level, you gain the ability to channel your spells and magical power into ammunition.

   Whenever you make a ranged weapon attack, you ca cast a spell you have prepared into the ammunition, but before you make the attack roll. The spell casted into the ammunition must have a casting time of 1 action, and it must be able to either target one creature other than you, a point in the air, of has an area of effect originating from yourself.

   On a hit, the spell triggers against the target. If the spell is an area of effect it triggers with the target at the center. If the spell originates from the caster, the target is the point of origination and the area of effect continues in the direction of the ammunition.

   The spells effect triggers before the damage of the ammunition is applied to the target. If the spell effect requires a dexterity saving throw, the target has disadvantage on the save.

Improved Shot

Starting at 14th level, when you cast a spell into a piece of ammunition with Imbued Shot, you can treat the effect of the spell as being one spell level higher then you casted it. You can use this feature once per long rest.

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