Base Class: Fighter
A spiritually blessed archer; these fighters infuse their arrows they fire with talismans that cause multiple magical effects.
Guidance of Ancestry
The spirits of your ancestors guide you in every waking hour.. You gain proficiency in Religion and Nature, and you learn the guidance cantrip.
Spirit Talismans
You have learned to unleash the retribution of spirits with your arrows. When you gain this feature, you learn three Talisman options of your choice (see “Talisman Options” below).
Once per turn when you fire ammunition from a ranged weapon as part of an attack, you can apply one of your Talisman options to that piece of ammunition. You decide to use the option when the attack hits a creature, unless the option doesn't involve an attack roll. You have a number of uses of this ability equal to your proficiency modifier, and you regain all expended uses of it when you finish a short or long rest.
You can change the list of Talismans you know when you finish a long rest.
You gain two additional Talisman options of your choice when you reach certain levels in this class: 7th, 10th, 15th. And you learn all of these options at 18th level.
Talismanic Retribution
Your ammunition and skill has become permanently infused with the cosmic force of the spirits. You gain the following benefits.
Divine Arrow. Your weapon attacks with ranged weapons that use ammunition are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Moreover, when you make a ranged weapon attack you can conjure a piece of magical ammunition as part of the attack. After the attack, hit or miss, this ammunition vanishes.
Curving Shot. When you miss an attack roll with a piece of ammunition, you can reroll the attack roll against a different target within 60 feet of the original target. You can only use this feature once per turn.
Improved Spirit Talismans
Your skill with your talismans bind themselves more quickly to your arrows. You can apply a Spirit Talisman twice during your turn, instead of once.
Faithful Readiness
You are ever ready for battle with your talismans. When you roll initiative, you gain one use of Spirit Talismans as long as you are missing any uses.
Moreover, as a bonus action, you may make an attack with a ranged weapon that uses ammunition.
Hand of the Spirits
The spirits permanently guide your hand regardless of fear or wake. You gain the following benefits.
Divine Quiver. You are no longer limited to however many Spirit Talismans you can use during your turn.
Sight of the Spirits. You double the normal and extended range of any ranged weapon attack you make.
Talisman Options
The Spirit Talismans feature lets you choose options for it at certain levels and can switch them out during a long rest. The options are presented here in alphabetical order.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Banishing Talisman
You use a banishing talisman to try to temporarily banish your target to a harmless location in the Spirit Realm. The creature hit by your ammunition must succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
When you reach 10th level in this class, the target also takes 1d6 force damage when the ammunition hits it. At 18th level, this damage changes to 2d6 force damage.
Beguiling Talisman
Your enchantment flying through this talisman causes this ammunition to temporarily beguile its target. The creature hit by the ammunition takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 3d6 when you reach 10th level in this class, and 4d6 when you reach 18th level in this class.
Blinding Talisman
You weave a blinding talisman into your ammunition, causing it to occlude your foe's vision with shadows. The creature hit by the ammunition takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 3d6 when you reach 10th level in this class, and 4d6 when you reach 18th level in this class.
Elemental Talisman
The talisman causes the arrow to emit elemental energy. Choose one of the following damage types: fire, cold, lightning, acid, thunder. The creature hit by the arrow takes an extra 3d6 damage of the chosen type.
The force damage increases to 4d6 when you reach 10th level in this class, and 5d6 when you reach 18th level in this class.
Enfeebling Talisman
This talisman sucks the life force out of the target it touches. The creature hit by the ammunition takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 3d6 when you reach 10th level in this class, and 4d6 when you reach 18th level in this class.
Erupting Talisman
You use a talisman that explodes on impact. The energy detonates after your attack. Immediately after the ammunition hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 3d6 when you reach 10th level in this class, and 4d6 when you reach 18th level in this class.
Sealing Talisman
You use a talisman that seals the target it touches in binding shackles. The creature hit by the ammunition takes an extra 2d6 fire damage, its speed is reduced by 10 feet, and it takes 2d6 radiant damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the shackles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the shackles last for 1 minute or until you use this option again.
The fire damage and radiant damage both increase to 3d6 when you reach 10th level in this class, and 4d6 when you reach 18th level in this class.
Seeking Talisman
This talisman grants your ammunition the ability to seek out targets. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The ammunition flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the ammunition to travel to the target, the target must make a Dexterity saving throw. Otherwise, the ammunition disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the ammunition, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 10th level in this class, and 3d6 when you reach 18th level in this class.
Spectral Talisman
This talisman gives your ammunition an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the ammunition shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The ammunition passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the ammunition, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 10th level in this class, and 3d6 when you reach 18th level in this class.
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