Wizard
Base Class: Wizard

Greenamages are the heirs of the ancient traditions of the sylvan elves. They are wardens of the forest, specialized in nature magic and also reliable bowmen, trained to survive without spells if need be - as they had to in the wake of the Cataclysm.

 

This subclass brings together the strength of the hunter and the mage.
Through the study of nature, hunting, and alchemy, these mages learn to channel the power of their magic into their magic bows and use them to unleash powerful attacks.

Warden of the Forest

By studying bows you have learned to use your magic as arrows and increase their power.

  • Proficient in wearing light armor, long bows, short bows  and gain the same advantages as Rangers when in a forest environment.
  • also Gain +2 bonus to attack rolls with Ranged Weapons ( include Magister Bow) .

 

 

Magister Bow

Choose one bow as your Magister Bow. 

This bow counts as your spell focus and you can shoot magic arrows through it.

You will learn 2 out of 4 magic arrow tricks and on later levels you will learn more.

In order to use a magic arrow trick you must use at least a level 1 spell slot.

 you can also use your Intelligence modifier instead of Dexterity modifier for the damage roll

Magical Arrowtricks:

Piercing Lightning Arrow:
You can use a spell slot to summon a lightning arrow and shoot it at an enemy through your magister bow instead of an arrow.
On hit, the arrow deals 3d6+ your Intelligence modifier damage and the target must make a DC15 Dexterity saving throw or have disadvantage to their attacks until the end of their next turn.

When you use a spell slot of 2nd. level or higher, the damage increases by 2d6 for each slot level above 1st.

Dragon Fire Arrow: 

You can use a spell slot to summon a Dragon Fire Arrow and shoot it at an enemy through your Magister Bow instead of an arrow.
On hit, the arrow deals 3d8+ your Intelligence modifier fire damage and the target must make a DC14 Dexterity save or burn and take 1d10 fire damage at the start of its turn.
The creature can use an action to put out the fire

When you use a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1rd.

Poison Bug Arrow:
You can use a spell slot to summon a Poison Bug Arrow and shoot it at an enemy through your Magister Bow instead of an arrow.
On hit, the arrow does 2d6+ your Intelligence modifier poison damage and 20ft. All creatures around the target must make a constitution saving throw against your spellsave DC, if they succed they take half damage.
When you use a spell slot of 2th level or higher, the damage increases by 1d6 for each slot level above 1rd.

Rocky Stone Arrow:
You can use a spell slot to summon a Rocky Stone Arrow and shoot it at an enemy through your Magister Bow instead of an arrow.
On hit, the arrow does 4d4+ your intelligence modifier bludgeoning damage and it must make a strength saving throw against your spellsave DC or is prone.
When you use a spell slot of 2th level or higher, the damage increases by 2d4 for each slot level above 1rd.



 

Call of the Bow Mage

You have learned to use the Magister Bow more efficiently and can therefore attack twice per turn with bows or use your magic arrow tricks.
You'll also learn two more magic arrow tricks.

New Magical arrow tricks:

Thunderwave Arrow: 

You can use a spell slot to summon a Thunderwave Arrow and shoot it at an enemy through your Magister Bow instead of an arrow. You must be using at least a 3rd level spell slot to use this magic arrow trick.
On hit, the arrow does 6d6+ your Intelligence modifier Thunder damage and it must make an Dexterity saving throw against your Spellsave DC or become 15ft. pushed backwards.
When you use a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3th.

Freezing Cone Arrow: 

You can use a spell slot to summon a Freezing Cone Arrow and shoot it at an enemy through your Magister Bow instead of an arrow. You must be using at least a 3rd level spell slot to use this magic arrow trick.
On hit, the arrow does 3d10+ your Intelligence modifier cold damage and all creatures within a 20ft. Cone behind him must make a constitution saving throw against your spellsave DC, if a save is made they only take half damage.
When you use a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3th.

Leaf Scales

  • When an attacker that you can see hits you with a ranged attack or spell, you can use your reaction to halve the attack's damage against you
  • You will also learn another Magic Arrow Trick.

 New Magic Arrow Tricks: 

 

Sunny Slow Arrow: 

You can use a spell slot to summon a Sunny Slow Arrow and shoot it at an enemy through your Magister Bow instead of an arrow. You must be using at least a 5th level spell slot to use this magic arrow trick.
On hit, the arrow does 10d6+ your Intelligence modifier radiant damage and must make a Wisdom saving throw against your spellsave DC to avoid being blinded and all creatures within 10ft. radius of the target must make a Wisdom saving throw against your spellsave DC to avoid being blind until the end of their next turn, if you make a save they only take half damage.
When you use a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3th.

 

Necrotic Flower Arrow: 

You can use a spell slot to summon a Necrotic Flower Arrow and shoot it at an enemy through your Magister Bow instead of an arrow. You must be using at least a 5th level spell slot to use this magic arrow trick.
On hit, the arrow deals 8d8+ your Intelligence modifier necrotic damage and it must make a Constitution saving throw against your spellsave DC or its maximum health is reduced by half the damage until the next Long Rest.
When you use a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3th.

Better Survival Magic

You have learned to combine your magic and survival in the wilderness even better.
You are trained to maintain your concentration in the most extreme conditions. If you sustain up to 10 points of damage, you don't need to roll a Constitution saving throw to maintain concentration. Above that value, you have advantage when rolling the saving throw.
You will also learn Two more Magic Arrow Tricks.

New Magic Arrow Tricks: 

Better Acid Arrow: 

You can use a spell slot to summon a Better Acid Arrow and shoot it at an enemy through your Magister Bow instead of an arrow. You must be using at least a 7th level spell slot to use this magic arrow trick.
On hit, the arrow does 12d4+ your Intelligence modifier acid damage and the target takes 6d4 acid damage at the start of their next turn
When you use a spell slot of 8th level or higher, the damage increases by 2d4 for each slot level above 7th.

Fireball Arrow: 

You can use a spell slot to summon a Fireball Arrow and shoot it at an enemy through your Magister Bow instead of an arrow. You must be using at least a 7th level spell slot to use this magic arrow trick.
On hit, the arrow does 10d6+ your Intelligence modifier Fire damage and all creatures within 15ft. around him make a Dexterity saving throw against your Spellsave DC, if they succeed they take half damage.
When you use a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.

Green Plant Arrow:

You can use a spell slot to summon a Green Plant Arrow and shoot it at an enemy through your Magister Bow instead of an arrow. You must be using at least a 7th level spell slot to use this magic arrow trick.
On hit, the arrow does 6d12+ your Intelligence modifier slashing damage and the target must make a DC14 strength save or be restrained.
When you use a spell slot of 8th level or higher, the damage increases by 1d12 for each slot level above 7th.

Piercing Poison Arrow: 

You can use a spell slot to summon a Piercing Poison Arrow and shoot it at an enemy through your Magister Bow instead of an arrow. You must be using at least a 7th level spell slot to use this magic arrow trick.
On hit, the arrow does 8d8+ your Intelligence modifier piercing damage plus the target must make a constitution saving throw against your spellsave Dc or it's poisoned plus all creatures within 10ft. behind the target are half the damage.
When you use a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.

 

 

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