Wizard
Base Class: Wizard

In the dappled shadows of an ancient forest, a figure stands poised, staff in hand. Her eyes, reflecting the emerald hues of the woods, scan the horizon as she whispers, "In silence, the arrow finds its mark." With a fluid motion, she transforms her staff into a glowing Bowstaff, the magic string humming with power. This is the way of the Mystic Marksman, a wizard who fuses the art of the arcane with the precision of archery, turning every spell into a spectral arrow ready to be loosed upon foes unseen and seen.

The Mystic Marksman is an embodiment of versatility and tactical ingenuity on the battlefield. They wield their Bowstaff not only as a weapon but as a conduit for their spells, each shot infused with elemental fury or strategic enchantments. As they grow in power, these wizards learn to maneuver the field with unparalleled agility, making rapid, consecutive attacks or enhancing their shots to pierce through the defenses of the most formidable adversaries. In a world where magic and martial prowess intertwine, the Mystic Marksman stands as a paragon of both, a relentless guardian of the wilds and a fearsome foe in combat.

Mystic Bowstaff

Upon reaching 2nd level, you learn to channel your arcane energy through any magical staff, transforming it into a Bowstaff. This transformation is a bonus action, and the staff retains this form until you use a bonus action to change it back or until you stop holding it. While in Bowstaff form, the staff functions as both a magical arcane focus and a unique weapon for casting your Mystic Marksman Shots. When using your Bowstaff to cast a Mystic Marksman Shot, you use Dexterity for your spell attack rolls, reflecting your skill in using this specialized weapon.

Aegis Shot

Shoot a mystic arrow to erect a barrier of magical force around an ally within range. The barrier lasts for 1 minute, providing a +2 bonus to AC. Additionally, any creature that hits the protected ally with a melee attack takes 3d8 force damage.

Candescent Orb

You conjure and hurl an orb of searing flame at a point you can see within range. On a hit, the primary target takes 2d6 fire damage. Each creature within 5 feet of the hit point must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. This orb illuminates the area brightly within 20 feet and dimly for an additional 20 feet.

Frostseeker Bolt

You fire a bolt of magical ice at a target within range. Make a ranged spell attack; on a hit, the target takes 1d8 cold damage and has its speed reduced by 10 feet until the end of your next turn.

Hailstone Bolt

You conjure a massive clump of ice and hurl it at a target point. Each creature in a 15-foot radius must make a Dexterity saving throw, taking 4d8 bludgeoning damage and 2d8 cold damage on a failed save, or half as much damage on a successful one. Additionally, the area becomes difficult terrain until the end of your next turn.

Lifetaking Arrow

Shoot an enchanted arrow that saps vitality. Each creature in the line must make a Constitution saving throw, taking 4d8 necrotic damage on a failed save, and you gain temporary hit points equal to half the total damage dealt.

Martyr's Bolt

Fire a bolt of supreme magical power at a heavy cost. You lose 10% of your maximum hit points (which cannot be regained until the end of your next long rest); however, the bolt deals 10d10 damage of a type chosen when you learn this shot (fire, cold, lightning, or force).

Phase Step Arrow

You enchant an arrow with teleportation magic and fire it at a point you can see within range. Make a ranged spell attack against a target or a specific location; on a hit, the arrow deals 1d8 force damage. Regardless of whether the arrow hits a creature or a specific point, you can use a bonus action immediately after the arrow strikes to teleport to the arrow's location, appearing in a space adjacent to where the arrow landed. This teleportation does not provoke attacks of opportunity.

Remedy Arrow

Fire an arrow imbued with healing magic at a point you can see within range. Each ally in a 10-foot radius of the impact point regains hit points equal to 1d8 + your spellcasting ability modifier. This shot emits a soothing aura that briefly lingers at the impact site.

Ricochet Seeker

This shot releases a magical arrow that bounces up to three times between targets within range. Make a separate ranged spell attack for each target. Each hit deals 1d6 force damage. The arrow can bounce to a new target within 20 feet of the last target hit.

Sagittate Avalanche

Unleash a torrent of magical arrows that rain down over a large area. Each creature in the area must make a Dexterity saving throw, taking 5d8 piercing damage on a failed save, or half as much damage on a successful one.

Sedative Bolt

You release a bolt imbued with sleep-inducing magic at a creature within range. Make a ranged spell attack; on a hit, the target must succeed on a Wisdom saving throw or fall asleep for 1 minute. The sleep effect ends if the target takes damage or another creature takes an action to wake it. The bolt dissipates into a gentle, soporific mist on impact, affecting only the targeted creature.

Sparkchain Stake

Launch a stake of lightning energy that pierces through a line. Each creature in the line must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. If the stake hits a solid surface, it erupts in electric arcs that linger until your next turn, dealing 2d6 lightning damage to anyone entering or starting their turn in the area.

Enhanced Mobility

Starting at 2nd level, your intimate knowledge of magical energies and physical movement grants you exceptional agility. Your speed increases by 10 feet while you are not wearing armor heavier than light armor and not using a shield.

Extra Attack

6th-level  Mystic Marksman feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips or Bowstaff shots in place of those attacks.

Mystic Empowerment

10th-level Mystic Marksman feature

  • Mystic Empowerment: At 10th level, your deepening understanding of magic and its integration with your martial skills allows you to empower your Mystic Marksman Shots. Whenever you use a Mystic Marksman Shot, you can choose one of the following enhancements to apply to the shot:
    • Empowered Damage: Increase the damage of the shot by an amount equal to your Intelligence modifier.
    • Extended Range: Double the range of the shot.
    • Piercing Shot: The shot ignores resistance to its damage type and can penetrate barriers such as walls or shields, affecting targets on the other side (provided the total thickness does not exceed 5 feet).

Mystic Quickshot

14th-level Mystic Marksman feature

Starting at 14th level, your proficiency in combining spellcasting and archery reaches its zenith. Whenever you use your action to cast a spell, you can make one Mystic Marksman Shot as a bonus action. This shot must be made with your Bowstaff.

Previous Versions

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