Fighter
Base Class: Fighter

The Spell Shot uses Bows or Crossbows imbued by magic to transform the battlefield. They are competent fighters deadly at medium to long range. 

Spell Shot Lore

Gain proficiency in the Arcana skill.

Imbued Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Imbued Shot options of your choice (see “Imbued Shot Options” below).

Once per turn when you fire an arrow from a Crossbow, shortbow or longbow as part of the Attack action, you can apply one of your Imbued Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have three uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Uses and Imbued Shot options of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Beguiling Shot

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow 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 4d6 when you reach 18th level in this class.

Bursting Shot

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Shot

You weave necromantic magic into your arrow. The creature hit by the arrow 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 4d6 when you reach 18th level in this class.

Grasping Shot

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing 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 brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Marking Shot

Imbue a powerful hunting spell into your shot, causing it to mark your target. A marked target takes an additional 1D6 psychic damage when attacked by you or an ally, and the first attack against it each turn has advantage. This target lasts until you take a short or long rest. or the target is killed. 

The psychic damage increases to 2D6 when you reach 18th level in this class. 

Muting Shot

You imbue your shot with a spell that causes the target to become mute. The creature hit by the shot takes an extra 2D6 psychic damage and must succeed on a Wisdom saving throw or be silenced until the start of your next turn. 

The psychic damage increases to 4d6 when you reach 18th level in this class.

Piercing Shot

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow 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 arrow, 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 18th level in this class.

Seeking Shot

Using divination magic, you grant your arrow the ability to seek out a target. 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 arrow 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 arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, 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 18th level in this class.

Shadow Shot

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow 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 4d6 when you reach 18th level in this class.

Enhanced Shot

Apply simple enchantments to your shots. These effects are basic but can be useful. 

 

Arcane Shot

All Damage dealt with this shot is Force Damage

Brilliant Shot

Once the shot impacts a surface or creature, it radiates bright light out four 60ft and dim light for another 30ft. 

Corrosive Shot

All Damage dealt with this shot is Acid Damage

Flame Shot

All Damage dealt with this shot is Fire Damage

Frost Shot

All Damage dealt with this shot is Cold Damage

Lock Shot

Fire a shot into a door or anything with a latching mechanism. The mechanism is considered locked, the DC to pick matching the save DC of the Spell Shot. 

Message Shot

Choose a two sentence set of words, when this shot impacts any creature within 10ft of it hears that phrase once 

Sonic Shot

All Damage dealt with this shot is Thunder Damage, and on hit knocks the target back 5ft

Static Shot

All Damage dealt with this shot is Lightning Damage

String Shot

A magical string is created between you and the location of the shot. The string only holds if an arrow or bolt were able to stick into the surface. The string can hold up to 20 pounds. You may choose that the impact magically ties the object or pierces it, but as stated before, it must act as if it could be held an arrow. 

Viral Shot

All Damage dealt with this shot is Poison Damage, the target must make a CON save for be poisoned till the start of your next turn

Zephyr Shot

This Shot carries a strong wind with it. Wind blows as if in a wake behind it and on impact a strong gust bursts out from in a 10ft cube. A creature must succeed a STR saving throw or be knocked back 5ft. 

Magic Shots

At 7th level, you gain the ability to generate magic arrows. When you fire a shot with a bow or crossbow you generate the magical arrow or bolt when you pull the string back. You no longer need physical ammo, and the attack is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The shot fades away once you draw the string back again. 

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Blink Shot

As an action you make a shot at a space you can see within 60ft. As long as that is a surface you could stand on, you teleport to it. This feature may be used 3 times. Its uses are restored after a long rest. 

Death Shot

At 15th level, you learn how to strike with an incredibly powerful shot. When you make an attack and choose to use this feature you deal 4D6 additional necrotic damage. And the target must make a Constitution saving throw, if the target fails they die.  if they succeed they take 4D6 necrotic damage, and the damage of the attack made. This feature can only be used once a day, and is restored upon a Long rest. 

Banishing Shot

As an action you fire a shot at a creature from another plane of existence, if that creature is under half your level in CR it is instantly returned to its plane of existence. If its CR is above half your level it must succeed a WIS saving throw. On a failed save it is returned to its plane of existence. It can be used twice a day. And all uses are restored upon a long rest. 

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