SpellShot, Variant (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Fighter Martial Subclass: SpellShot[edit]

Prerequisites: Archery Fighting style Fighter

(This is homebrew meant for a specific campaign)

The SpellShot is one who has perfected both the art of the fist, and the art of magics. When the fighter has realized the limitation of physical prowess alone, and turned to the arcane arts to further their power. While they are able to learn to use spells at a range, their true power arises from the combination of magic infused into their arrows for a truly devastating attack.

Spellcasting
SpellShot Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Beginning at 3rd level, you gain the power to wield arcane powers.

  • Cantrips. You learn three cantrips of your choice from the SpellShot spell list. You learn an additional SpellShot cantrip of your choice at 10th level.
  • Spell Slots. The SpellShot Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell armor of agathys and have a 1st-level and a 2nd-level spell slot available, you can cast armor of agathys using either slot.
  • Spells Known of 1st-Level and Higher. You know three 1st-level SpellShot spells of your choice.
The Spells Known column of the SpellShot Spellcasting table shows when you learn more SpellShot spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the SpellShot spells you know with another spell of your choice from the SpellShot spell list. The new spell must be of a level for which you have spell slots.
  • Spellcasting Ability. Charisma is your spellcasting ability for your SpellShot spells, since you cast your magic through Arcane studies. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an SpellShot you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Seeker of the Arcane

Beginning at 3rd level, you weave arcane forces into your fighting style.

  • Arcane Focus You may use any Ranged Weapon as a spellcasting focus for your SpellShot spells.
  • Focused Hand You use your inner power to bolster your arrows, allowing you to make a melee attack using your arrows as a melee weapon(you are considered proficient with this weapon, and it is finesse). When you do this, this also allows your spells and cantrips to count your arrow as a weapon for applicable melee spells(IE, booming blade) The arrow does 1d4 magical piercing damage (+Spells damage).
  • Spell Shot You may use your bonus action to infuse any touch-ranged or Line-type damage spells or cantrips you know into your Ranged Attacks, adding the spells effects to the Ranged Attack. You must announce your intent to infuse a spell into your attack prior to making the attack roll. This bypasses the casting time of the spell used. (IE, shocking grasp can be used with this, despite having a standard action time cost.) Spells cast in this way fail if the original strike does not connect, wasting the spell slot. You may use this feature 1+Proficiency modifier times per long rest.
Arcane Journeyman

Beginning at 7th level, having honed your arcane arts, you gain the following features:

  • All Ranged attacks you make are considered magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage. In addition, they receive a +1 to attack and damage rolls.
  • You may cast detect magic as an innate ability twice per long rest, with a range of 15 feet instead of 30 feet.
  • You are considered proficient in two of the three following skills: Arcana, Investigation or Insight, or gain expertise in them, if you are already proficient.
Arcane Bulwark

Beginning at 10th level, hostile spells have disadvantage against you, and you have advantage on spell saving throws.

Your Ranged attacks now have +2 to attack and damage rolls.

Magus Knuckle

Beginning at 15th level, your mastery over the arcane blossoms further, granting the following benefits:

  • Arcane Volley When using Extra Attack, you can cast additional touch-range/Line range spells on the additional attacks, using the additional spell slots in the process, so long as you have already expended your bonus action to infuse your first attack.
  • Helping Hand When a friendly creature within 20 feet of you fails a saving throw against a spell, you may use your reaction to allow that creature to re-roll that saving throw and take the higher roll. This feature excludes you.
Arcane Adept

Beginning at 18th level, when using the Action Surge feature, you may add an additional touch-ranged cantrip effect to a follow-up Spell Shot attack, allowing for 2 spells to be infused into the same Ranged attack. You may use this feature once per turn, and twice per short or long rest. Additionally, your Ranged attacks now have +3 to attack and damage rolls. Once per Long Rest, you can cast the spell greater restoration.

Spell List[edit]

Cantrips: blade ward, booming blade, green-flame blade, hand of radiance, lightning lure, poison spray, prestidigitation, primal savagery, resistance, shocking grasp, true strike

1st: absorb elements, acid spray, arcane weapon, armor of agathys, burning hands, cure wounds, earth tremor, ensnaring strike, false life, frost fingers, heroism, inflict wounds, hex, searing smite, shield, tasha's caustic brew, thunderous smite, thunderwave, wrathful smite, id insinuation
2nd: barkskin, blur, branding smite, gust of wind, kinetic jaunt, lesser restoration, mental barrier, mirror image, misty step, pass without trace, rime's binding ice, see invisibility, spider climb, warding wind, wrist pocket, aganazzar's scorcher, aid, spray of cards, maximillions earthen grasp, prayer of healing
3rd: bestow curse, blinding smite, elemental weapon, fear, fly, haste, life transference, protection from energy, psionic blast, pulse wave, spirit shroud, vampiric touch, water walk, ashardalon's stride, aura of vitality, magic circle, phantom steed, revivify
4th: guardian of nature, blight, death ward, fire shield, greater invisibility, dimension door, shadow of moil, staggering smite, stone shape, stone skin

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: