Spellbow. Class Features As a Spellbow, you gain the following class features. Calm Warriors. Creating a Spellbow. Deadly Assassins.

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1 Spellbow Watching as the opposing army invades her castle, the noble elf knocks a bow glimmering with magic and shoots it into the generals back as he crosses the threshold into her keep. As the arrow finds its mark, her own army is aware of theirs. This will be quick, she assures herself as arrows from countless other archers fly down and hit the general, killing him within a few seconds. A cry, then nothing. Everyone heard the scream but none can identify where it came from. A tall human quietly pockets a small crossbow, certain that no one will find his target until they literally stumble across it. He smiles a small smile to himself before running down a back alley. No one could suspect him, it should have been impossible to have hit his target from that vantage point. An onslaught of bandits raced toward her, but either the elf did not know, or more likely, she did not care. They raised their arms, cruel axes, vicious swords, But still she did not look. She knew just how long before they would be in range, for those who move have little concept of time compared to those who stand still. She began chanting a mantra that only held meaning to her as she knocked several arrows. Thirty feet left, now twenty, now fifteen, now ten. Then she rained death upon them. She never moved, but it seemed her arrows were constantly flying from her bow, always quick, always deadly. Regardless of the path they choose, a spellbow is a powerful leader, and a more powerful marksman. Though they may choose to rain fire, steal life, kill quietly, or stand steadfast, they are always equipped to kill. Archers who accept this life become more than simple bowmen, they weave spells into each arrow, assuring that each is deadly without prejudice. Deadly Assassins For some, assassinations are complicated, convoluted plans that require weeks, months even to prepare, that can go wrong at the drop of a hat or hint. Often even the most careful plans can fall through at the last minute, causing a valued companion to be lost. No matter how careful a group is, assassinations are dangerous. Spellbows however, eliminate the complications with ease. With their unequaled marksmanship and unparalleled magical skills they can meet any target with ease, even through walls, when surrounded by others, even in a crowd. They need moments to prepare to meet the task, and can do it with little risk, by themselves. Calm Warriors When most people raise an axe or sword to attack an enemy, they do it with malice and anger, maybe sorrow, and for some, perhaps glee. Often that emotion is their driving force for the oncoming battle, it may even help them with what they are about to face. The paladins zeal may bring them through their holy war. The barbarians rage may get them by in their tribal battle. For some, though, the only way to do battle is calmly. Spellbows have the ability to remain calm and level headed on the field through thick and thin. This makes them clear leaders as they can guide others to find a mark, or stand still amid the turmoil. Their calm mind helps them to make quick decisions and kill with cold, deadly precision. Creating a Spellbow When creating a spellbow character, think about how your character learned their art. Talk with your DM about where your magic comes from and your character s origin. Did you start out as an assassin, taking jobs to provide for your loved ones? Or did you dabble in the Arcane arts to get an edge in the wilderness against unsuspecting travelers? What caused you to bond so tightly with your weapon? Why did you decide to start adventuring? Were you attracted to the prospect of riches? Are you out for revenge? Did you anger a prominent member of your society, forcing you to flee the town? You might have been discovered as an assassin, or displaced from your home by bandits. Quick Build You can make a Spellbow quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. Second, choose the Sage background. Class Features As a Spellbow, you gain the following class features. Hit Points Hit Dice: 1d8 per Spellbow level Hit Points at 1st level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Spellbow level after 1st Proficiencies Armor: light armor Weapons: all simple weapons, martial ranged weapons Tools: none 1

2 The Spellbow Level Proficiency Bonus Features Imbuements Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Arcane Imbuement, Weapon Bond 1 2nd +2 Spellcasting, Fighting Style, Arcane Accuracy rd +2 Arcane Archertype th +2 Ability Score Improvement th th +3 Tracing Shots th +3 Arcane Archertype Feature th +3 Ability Score Improvement th th +4 Manifested Ammunition th +4 Improved Arcane Accuracy th +4 Ability Score Improvement th th +5 Tracing Improvement th +5 Arcane Archertype Feature th +5 Ability Score Improvement th th +6 Hail of Arrows th +6 Ability Score Improvement th +6 Arcane Archertype Feature Saving Throws: Dexterity, Intelligence Skills: pick 2 from Athletics, Insight, Investigation, Arcana, Perception, Stealth, History. Equipment You start with the following equipment, in addition to the equipment granted by your background: leather armor (a) a longbow and a quiver of 20 arrows or (b) a heavy crossbow and a case of 20 bolts A simple melee weapon and a dagger (a) a dungeoneer s pack or (b) an explorer s pack Arcane Imbuement At 1st level, a Spellbow gains the ability to weave magic into their arrows as they draw their bow. You Learn one arcane imbuement of your choice. Your imbuement options are detailed at the end of the class description. When you gain certain spellbow levels, you gain additional imbuements of your choice, as shown in the Imbuements Known column of the Spellbow table. When you make a ranged weapon attack, you may add any imbuement you know to the arrow as a bonus action. You can imbue a number of attacks per day equal to your Spellbow Level plus your Intelligence Modifier. Additionally, when you gain a level in this class, you can choose one of the imbuements you know and replace it with another imbuements that you could learn at that level. If this causes you to lose any of the prerequisites for other imbuements, you may replace those as well. Weapon Bond At 1st level, you know a ritual that creates a magical bond between yourself and one ranged weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach 2

3 throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. You may use your Bond weapon as a spellcasting focus for your Spellbow Spells and cantrips. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Ranged Dueling When you are wielding a ranged weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Ranged Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy and two-handed properties for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting When you reach 2nd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player s Handbook for the general rules of spellcasting and the end of this document for the Spellbow spell list. Spell Slots The Spellbow 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. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Spellbow spell list. The Spells Known column of the Spellbow table shows when you learn more Spellbow spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Spellbow spells you know and replace it with another spell from the Spellbow spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your Spellbow spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Spellbow spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use a ranged weapon as a spellcasting focus for your Spellbow spells. Arcane Accuracy Starting at 2nd level, when you declare a ranged weapon attack, you can expend one spell slot to gain a bonus to hit and deal bonus damage to the target, in addition to the weapon s damage. The bonus to hit is +1 for a 1st-level spell slots, plus +1 more for every 2 spell levels higher than 1st, to a maximum of +3. The extra damage is 1 weapon damage die for a 1st-level spell slot, plus 1d8 for every 2 spell levels higher than 1st, to a maximum of 3d8. Arcane Archertype At 3rd level, you choose an archetype that you strive to emulate: Elemental Archer, Deathbow, and Focuser, all detailed at the end of the class description. Your choice 3

4 grants you features at 3rd level and again at 7th, 15th, and 20th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can t increase an ability score above 20 using this feature. Tracing Shots Starting at 6th level, when you hit with a weapon attack you may magically mark your enemy for 1 minute. You always know where marked enemies are and they take an additional 1d6 damage of the same type as your ranged weapon attacks when you hit them, once per turn. You may use this feature a number of times up to your Intelligence Modifier (minimum 1) before taking a long rest. At 14th level, your allies can benefit from the bonus damage against marked targets with their weapon attacks, allowing them to deal 1d6 additional damage on an attack against the marked enemy once per turn. Manifested Ammunition At 10th level, you manifest force arrows when you draw your bow. Your weapon damage with bows and crossbows becomes force and you add your Intelligence modifier to all damage rolls with bows and crossbows. You no longer consume ammunition when you fire in this way. Other class features can overwrite this damage type. These force arrows can be imbued, but not if the imbuement requires previous preparation. When you roll initiative, if you have no Imbuements left for the day, you gain 2 uses. This increases to 4 uses at level 20. Improved Arcane Accuracy By 11th level, you ve become so used to guiding your shots that it becomes second nature. All ranged weapon attacks deal an additional 1d8 damage. If you also use your Arcane Accuracy with an attack, you add this damage to the extra damage of your Arcane Accuracy. Hail of Arrows At 18th level, you ve mastered the bow and the art of imbuing your arrows. When you use a bonus action to imbue an arrow, you can spend an additional imbuement to apply a different second imbuement to the same arrow. Additionally, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon s range. You make a separate attack roll for each target. You must take a short rest before using this special attack again. Arcane Archertypes Spellbows come from many different backgrounds and often choose to specialize their use of magic in different ways. The three most common specializations are the Deathbow, Elemental Archer, and the focuser. Deathbow The Deathbow channels dark energies. Between imbuing their attacks with negative energy and their ability to disrupt the animating forces of creatures, a Deathbow is a formidable adversary. Necrotic Imbuement Starting at 3rd level, when you use an Imbuement, you can change the damage type of the attack to Necrotic. When you do this, your attacks also exist on the ethereal plane. Disrupt Undead Starting at 7th level, when you strike an undead creature with your Necrotic Imbuement, you may double your damage dealt to the creature by your ranged weapon attack if it fails a Constitution Saving Throw against your spell save DC. When an undead is reduced to 0 hit points with this it dies immediately regardless of Undead Fortitude. Necrotic Imbuement Enhancement At 7th level, enemies killed by your necrotic imbuement make a melee weapon attack against an eligible target of your choice as they die. Draining Arrow At 15th level, you learn the Imbuement Draining Arrow. This imbuement causes the attack to deal 2d10+INT extra necrotic damage. The damage dealt is then transferred to you as temporary hit points. Death Shot At 20th level, a Spellbow can channel massive amounts of dark energy into an arrow. You may spend 1 hour and an imbuement creating the Death Arrow, which only functions for you. This arrow can not be affected by your Imbuements. When you fire this arrow, the weapon damage becomes 10d10 Necrotic. This arrow can critically hit. The target of the attack may make a Constitution saving throw to take half damage from the attack if it hits. The Imbuement of the arrow expires if it leaves your 4

5 possession, if you take a long rest, or if you create another Death Arrow. Elemental Archer The Elemental Archer embraces the close connection between the Elemental Chaos and the arcane magics they draw upon. They use this not only to manipulate elemental energies, but also to further their understand of elementals on a more fundamental level. Elemental Attunement At 3rd level, once per long rest you may spend 1 minute attuning to an element. Choose Fire, Lightning, Cold, or Acid. Your ranged weapon attacks deal this damage type and gain a +2 bonus to damage for the next 8 hours or until you cancel it. Additionally, when you roll damage for spells you cast that match the type of your attunement you may treat any ones as twos. If you attune again, the new attunement replaces the previous one. Elemental Attunement Improvement At 7th level your Elemental Ammunition replaces the +2 damage bonus for 1d6 extra damage of the same damage type, and you can attune once per short rest and the effect lasts for 24 hours. Additionally, when casting spells that deal acid, cold, fire, or lightning damage, you may choose to replace the damage type with the element you are attuned to. Conjuror s Arrow Starting at 15th level, you learn the Imbuement Conjuror s Arrow which you may use once per long rest and must be prepared on an arrow by spending 1 minute concentrating on the arrow. The imbuement causes the arrow to cast either conjure minor elementals or conjure elemental, which you decide when you begin preparing the arrow. Elementals conjured in this way are still subject to the normal rules of the spells, including concentration. You must maintain concentration while you hold the arrow before the spell is cast or the imbuement is lost. Elemental Obliteration At 20th level, an Elemental Archer has mastered manipulating the elements through their bow. When you hit an elemental with a ranged weapon attack, you may cast the Banishment spell without expending a spell slot. If the target is successfully banished, the Arrow drops to the ground. If the arrow is destroyed before 1 minute has passed, the banished target returns. You can use this feature once per long rest. Additionally, while you are attuned to an element through Elemental Ammunition, your weapon attacks and spells of the chosen damage type ignore resistances. Focuser A Focuser channels their arcane power into intense concentration, allowing them to see their enemy s weaknesses and aim attacks that no other could hit. Aimed Shot At 3rd level, before you move, you may use a bonus action to reduce your speed to 0 and add 1 to ranged weapon attack rolls until the end of your turn. Your damage rolls for attacks made in this way are increased by 1. Focused Shot At 7th level, before you move, you may use your bonus action to reduce your speed to 0 and increase your attack rolls by your Intelligence modifier and deal bonus damage equal to your intelligence modifier. Additionally, your critical range becomes for any imbued attacks. Focuser Improvement Starting at 15th level, you only need to reduce your speed to 10 to use your focuser features other than Deadly Focus. Additionally, while your eyes are closed and you are not moving, you know the location of all creatures within 60 feet of you that have a heartbeat. Deadly Focus At 20th level, before you move, you may use a bonus action to reach arcane levels of single mindedness. You automatically hit and Critically strike on your next attack within the next minute. While you are focusing in this way, your speed becomes 0 and you can not take reactions. Concentration, as with spells, is required. You may only use this feature once per long rest. Arcane Imbuements If an arcane imbuement has prerequisites, you must meet them to learn it. You can learn the imbuement at the same time that you meet its prerequisites. Acid Arrow Prerequisite: level 5 Reduces the target s AC by 1 if they are wearing armor or have natural armor. This effect does not stack. This effect ends in 24 hours or if the target takes a long rest. You may take this imbuement multiple times, increasing the AC reduction by 1 more each time. If worn armor is reduced to 10 AC, it is destroyed. If the target has no armor, they take 2d6 acid damage. Area Spell Arrow Prerequisite: Targeted Spell Arrow Cast an Area of Effect spell on the arrow. When the arrow hits something, the spell is cast at that location. 5

6 Burning Arrow Prerequisite: level 5 The attack deals +2d6 fire damage when the attack hits, and then deals an additional 1d6 fire damage at the end of the target s next turn. You may take this imbuement multiple times to increase both the initial bonus damage and the delayed damage by +1d6 for each additional instance. Electrocuting Arrow Prerequisite: Shocking Arrow, Stunning Arrow Deals +2d6 lightning damage. If the target fails a Constitution saving throw they are Stunned until the start of your next turn. If a target is struck by this imbuement once, the next attack against that target before the end of your next turn with this same imbuement has advantage to hit and deals an additional 2d6 lightning damage. Enhanced Arrow The attack has +1 hit and deals +1d6 damage of the same type as the weapon. You may take this imbuement multiple times. Each time you take it, the bonus damage increases by 1d6. Extra Attack Prerequisite: level 5 Make an additional attack after the first without any imbuements. This imbuement can be used with other imbuements using the same bonus action but can not be used with Split Arrow. Freezing Arrow Prerequisite: Frost Arrow Deals +2d6 cold damage on the attack. The target makes a constitution saving throw. On a failure, they are immobilized for one minute. On a success, their speed is reduced to half. They may make a strength Saving throw to break out of the ice and end the effects at the end of subsequent turns. Frost Arrow Deals +1d4 cold damage on the attack. The speed of the target is halved until the start of your next turn. Invisible Arrow Does not reveal your location when you fire it. If it hit a target, that target s body becomes invisible if they die within the next minute. Learn Cantrips Instead of learning an imbuement, you learn 3 cantrips from the spellbow spell list. These cantrips use Intelligence as their spellcasting ability and you can use your bow as a spellcasting focus to cast them. Magic Arrow The attack automatically hits. The attack deals 2d4+2 force damage instead of its normal weapon damage and is subject to effects that interact with the magic missile spell. Poisoning Arrow The attack deals +1d6 Poison damage and if the target fails a constitution saving throw they become Poisoned for 1 minute. The may repeat the save at the end of each of their turns to end the effect. Phase Arrow Prerequisite: Seeker Arrow, Invisible Arrow Flies in a straight line through all non-magical barriers towards a target you know the location of. Ignores half, three quarters, and full cover. Seeker Arrow The arrow can target any creature within range you know the location of. It then flies in a path to that target ignoring half and three-quarters cover. Shocking Arrow The attack has advantage if the target is wearing metal. Deals +1d4 lightning damage and the target cannot take reactions until the start of its next turn. Soul Arrow The attack s damage changes to psychic and deals +1d8 damage. You may take this imbuement multiple times to further increase the bonus damage. Split Arrow Prerequisite: level 5, Extra Attack Make two ranged weapon attacks against two different targets using the same arrow. Both of these attacks have -5 hit but share Arcane Accuracy and other imbuement effects. This imbuement can be used with other imbuements using the same bonus action, but cannot be used with Extra Attack. Stunning Arrow Prerequisite: Shocking Arrow Deals +1d4 lightning damage. If the target fails a Constitution saving throw they are Stunned until the start of your next turn. Targeted Spell Arrow Cast a single target spell on the arrow. If the arrow hits a valid target, the spell is cast on that target. 6

7 Spellbow Spells Cantrips Blade Ward Chill Touch Dancing Lights Fire Bolt Mending Ray of Frost Resistance True Strike 1st level Detect Magic Ensnaring Strike Expeditious Retreat Feather Fall Fog Cloud Grease Magic Missile Sleep Tasha s Hideous Laughter Thunderwave 2nd level Blindness/Deafness Cordon of Arrows Hold Person Melf s Acid Arrow Misty Step Shatter Web 3rd level Dispel Magic Fear Fireball Haste Lightning Arrow Lightning Bolt Locate Creature Sleet Storm Slow Stinking Cloud Vampiric Touch 4th level Banishment Confusion Conjure Volley Evard s Black Tentacles Ice Storm Polymorph Wall of Fire 5th level Cloudkill Cone of Cold Dominate Person Dream Hold Monster 7

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