Base Class: Wizard
Originally a tradition only within elven society, the lessons of arcane archery are still taught only to those that demonstrate great skill with both ranged weaponry and wizardly magic. Skilled arcane archers are able to channel magic throught their weapons to great effect.
Resourceful wizards have found that they can use this sort of magic with crossbows and slings, just as easily as with bows. Any time a feature mentions bows or arrows, it also applies to these other ranged weapons and their ammunition
Magic Ammunition
When you choose this archetype at 2nd level, you gain the ability to infuse arrows with magic as part of your attacks. You also gain proficiency with longbows, shortbows, and light and hand crossbows. Whenever you fire a nonmagical projectile from a bow, you can make it a magic projectile. The magic fades from the arrow immediately after it hits or misses its target. Arrows infused with this magic glow faintly until they lose their magic, shedding dim light in a 10-foot radius. At 6th level, the ammunition gives you a +1 bonus to the attack and damage rolls made with it. At 10th level, this bonus increases to +2.
Imbue Arrow
At 2nd level, you learn the ability to temporarily imbue your spells into arrows as you fire them. Once per turn when you fire a projectile from a bow as part of your Attack action, you can cast a spell of 1st-level or higher and bind its magic to the arrow as it leaves your bow. The chosen spell must have a range of longer than "Self". On a hit, the target suffers your normal damage from the projectile and the imbued spell is released, either affecting the target or being centered on the arrow. If the spell would normally require a spell attack roll, you use the arrow's attack roll in its place. A target struck by the arrow has disadvantage on the initial saving throw an imbued spell may allow. On a miss, the imbued spell is released when the arrow hits the ground or an obstacle, centered on the arrow itself. If the imbued spell could normally target more than one target creature, it will only affect the creature struck by the arrow. You have have a number of uses of this feature equal to your proficiency modifier, and you regain all expended uses of it when you finish a short or long rest.
Extra Shot
Beginning at 6th level, you can attack twice with a bow, instead of once, whenever you take the Attack action on your turn.
Redirect Arrow
At 10th level, when you make an attack roll with an arrow and you miss, you can use your reaction to cause the ammunition to instantly curve around to attempt again to hit the target. You reroll the attack roll, this time at disadvantage, and must use the new result.
Everfull Quiver of Magic
Starting at 14th level, your magical archery is available to you when you need it most. If you roll initiative and have no uses of Imbue Arrow remaining, you regain one use of it. In addition, should you not have any normal ammunition available to use, an arrow will appear when you draw back your bow, ready to fire. This conjured ammuntion counts as a normal arrow for you, though it vanishes at the end of your next turn.
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