Gravitonic Archer (5e Subclass)

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Gravitonic Archer[edit]

Combining the gravity magic taught in Eloni's mage college with the power and finesse of a hunter. These fighters use magic to control the forces of gravity, empowering their shots and controlling the battlefield.

Spellcasting
Starting at 3rd level, your magic grows enough for you to start casting spells.
Preparing Spells
The gravitonic archer table shows how many spell slots you have to cast your spells. To cast one of your gravitonic archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of gravitonic archer spells that are available for you to cast, choosing from the gravitonic archer spell list. When you do so, choose a number of gravitonic archer spells equal to your Intelligence modifier + half your gravitonic archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level gravitonic archer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of gravitonic archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.
Spells Prepared
You can prepare a number of spells equal to your Intelligence modifier + half your fighter level rounded down (minimum of 1).
Spellcasting Ability
Intelligence is the spellcasting ability for your gravitonic archer spells.
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use a ranged martial weapon as a spellcasting focus for your gravitonic archer spells.
Gravitonic Might

Starting at 3rd level, you unlock the ability to imbued your kit and abilities with the power and kinetic force of gravity. Gravitonic Might uses the same arcane spell pool as your arcane abilities so choose wisely when using them.

Whenever you imbue your shots with gravitonic might, the projectile causes force damage, instead of piercing.

Kinetic Shot. You can amplify the weight and kinetic force your projectiles have. You cause additional 1d6 force damage, plus 1d6 damage per level of spell slot spent. In addition the target must succeed on a Strength saving throw against your spell save DC, or be pushed 5 feet back per level of the spell slot spent.
Black Hole Shot. You gain the ability to amplify your shots into Black Hole Arrows. Choose a point within your arrow's range and spend a spell slot. On impact, all creatures within 10 feet of the point of impact must succeed on a Strength saving throw, they are pulled towards the chosen point and take 1d8 force damage, plus 1d8 per level of the slot spent. On a success, they take half damage and aren't pulled.
Anti-Gravity Shot. When you hit a creature with this shot, the target is thrown 10 feet in the air per level of the spell slot. Then, the target must succeed on a Dexterity saving throw, or is pulled fast towards the ground, doubling the fall damage that creature would take. On a success, the creature only take the regular fall damage.
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.

Gravitonic Shield

At 10th level, as a bonus action you can focus your senses on the gravity surrounding you. When you are hit by an attack, you can use the gravity pull to deflect that attack, using your reaction to increase your AC for that attack by an amount equal to your proficiency bonus.

If the attack is a projectile, you can deflect the projectile to another creature within 10 feet, making an attack with disadvantage as part of the same reaction.

Wormhole Shot

At 15th level, you can channel your gravitonic magic ability into a wormhole boosting the speed and power of your arrow, your shot does more damage the further it travels. As an action, you can make an attack that causes additional 1d6 force damage for each 30 feet traveled by your arrow.

Once you use this ability, you can't use it again until you finish a short or a long rest. You regain one use of this feature after an action surge.

Gravitonic Mastery

Starting at 18th level, your mastery of the gravitonic forces lets you put so much kinetic energy into your shots they pierce through your targets. Once per turn when you hit a creature with a ranged weapon attack, you can force another creature within 5 feet of that target to make a Dexterity saving throw, or take the damage of your attack.

Gravitonic Archer Spell List[edit]

Cantrips

blade ward, eldritch blast, mage hand, magic stone, shillelagh, shape water, sword burst, true strike

1st Level

catapult, expeditious retreat, feather fall, jump, hunter's mark, magic missile, magnify gravity*, shield

2nd level

cordon of arrows, earthbind, hold person, immovable object, knock, levitate, misty step, spider climb.

3rd level

conjure barrage, fly, haste, pulse wave*, slow

4th level

control water, dimension door, freedom of movement, gravity sinkhole*, watery sphere

* Dunamancy Spells from Explorer's Guide to Exandria.

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