Wartex1
2015-04-13, 05:42 PM
Sagittary
Unlike a spellbow, which weaves magic into mundane arrows, you concentrate magic through a bow instead of firing an arrow. By using a bow as a conduit for cantrips, you can alter their function and increase their capability. Plus, the sparkles look cool as well.
Cantrip Shots
Once you take this archetype at 3rd level, you learn any 3 damage-dealing cantrips that require a single attack roll with a duration of instantaneous. Whenever you take the Attack action or otherwise make a ranged weapon attack you may cast one of these cantrips and any other cantrips you know that meet the prerequisites for this feature through a shortbow or longbow, ignoring spell components, using dexterity as your spellcasting modifier for attack rolls and save DC as well as using the bow's range (The range is not affected by Sharpshooter or Spell Sniper, but the long range does not impose disadvantage). You may add your Dexterity modifier to the damage dealt, and may add the bonus from the Archery fighting style and magic bows to the attack roll. However, extra damage from spells such as Hunter's Mark and damage roll effects from magic weapons beyond, such as the Oathbow, do not activate when using this feature (Ex: When using a +2 bow that deals an extra 1d6 fire damage, you add the +2, but you do not add the 1d6). If you have the Extra Attack feature, you can cast a cantrip this way up to two times.
Mutable Bolts
Having gained enough magical experience when you reach 7th level, using your bow as a magical medium allows you to alter some of the properties. Once per round, when using the Cantrip Shots feature before making your attack roll, you may expend a spell slot in order to grant specific properties to the attack. The type of damage used for any other damage rolls remains the same as the cantrip used.
Ricochet Bolt
Using a 1st-level spell slot, you allow your shot to ricochet off of a hit target in order to also hit another target within 30 feet, making separate attack and damage rolls for that target. If that attack also hits, you may make another attack and damage roll against a third target, but with disadvantage.
Explosive Bolt
Using a 2nd-level spell slot, your shot lodges into your target before exploding and damaging nearby creatures. Provided that the initial attack roll is a success, all creatures other than the target within 15 feet of the target must make a Dexterity Saving Throw. On a failure, you roll the same damage roll against the creature that failed the saving throw without applying your Dexterity modifier. On a success, the creature takes half damage.
Threefold Bolt
Using a 3rd-level spell slot, your shot splits off into a cluster of three shots that home in on a target. You then make three separate attack and damage rolls for each shot.
Piercing Bolt
Using a 4th-level spell slot, your shot punctures even the mightiest of walls. Your cantrip ignores all cover, any armor an opponent is wearing (including natural armor), and when striking an opponent, can pass through them to hit other creatures behind them. You must make a separate attack and damage rolls against any other creatures in the path of the arrow.
Sacrificial Bolt
Using a 5th-level spell slot, you can make the ultimate magical shot. If your attack with this shot hits, it is an automatic critical hit. However, if it kills its target, all hostile creatures within 50 feet take the same damage.
Gleaming Arrows
Once you reach 11th level, when using your Cantrip Shots feature, instead of releasing a damaging arrow of magic, you may sling a brilliant shot containing beneficial effects. You learn the Guidance, Light, and True Strike cantrips. These can also be used with the Cantrip Shots feature, and despite not normally requiring an attack roll, you must still perform one against your target's AC. Concentration requirements for these cantrips still apply, however.
Magic By Delivery
At 15th level, you can now weave an ally's spell into your own magic. When an allied creature casts a spell on you that affects only yourself directly, such as Cure Wounds or Invisibility, you can use your bow to fling that magic to another creature as a reaction. Instead of being affected by the spell yourself, you can choose a target within range of your shortbow or longbow and have them be affected in your place.
Unlike a spellbow, which weaves magic into mundane arrows, you concentrate magic through a bow instead of firing an arrow. By using a bow as a conduit for cantrips, you can alter their function and increase their capability. Plus, the sparkles look cool as well.
Cantrip Shots
Once you take this archetype at 3rd level, you learn any 3 damage-dealing cantrips that require a single attack roll with a duration of instantaneous. Whenever you take the Attack action or otherwise make a ranged weapon attack you may cast one of these cantrips and any other cantrips you know that meet the prerequisites for this feature through a shortbow or longbow, ignoring spell components, using dexterity as your spellcasting modifier for attack rolls and save DC as well as using the bow's range (The range is not affected by Sharpshooter or Spell Sniper, but the long range does not impose disadvantage). You may add your Dexterity modifier to the damage dealt, and may add the bonus from the Archery fighting style and magic bows to the attack roll. However, extra damage from spells such as Hunter's Mark and damage roll effects from magic weapons beyond, such as the Oathbow, do not activate when using this feature (Ex: When using a +2 bow that deals an extra 1d6 fire damage, you add the +2, but you do not add the 1d6). If you have the Extra Attack feature, you can cast a cantrip this way up to two times.
Mutable Bolts
Having gained enough magical experience when you reach 7th level, using your bow as a magical medium allows you to alter some of the properties. Once per round, when using the Cantrip Shots feature before making your attack roll, you may expend a spell slot in order to grant specific properties to the attack. The type of damage used for any other damage rolls remains the same as the cantrip used.
Ricochet Bolt
Using a 1st-level spell slot, you allow your shot to ricochet off of a hit target in order to also hit another target within 30 feet, making separate attack and damage rolls for that target. If that attack also hits, you may make another attack and damage roll against a third target, but with disadvantage.
Explosive Bolt
Using a 2nd-level spell slot, your shot lodges into your target before exploding and damaging nearby creatures. Provided that the initial attack roll is a success, all creatures other than the target within 15 feet of the target must make a Dexterity Saving Throw. On a failure, you roll the same damage roll against the creature that failed the saving throw without applying your Dexterity modifier. On a success, the creature takes half damage.
Threefold Bolt
Using a 3rd-level spell slot, your shot splits off into a cluster of three shots that home in on a target. You then make three separate attack and damage rolls for each shot.
Piercing Bolt
Using a 4th-level spell slot, your shot punctures even the mightiest of walls. Your cantrip ignores all cover, any armor an opponent is wearing (including natural armor), and when striking an opponent, can pass through them to hit other creatures behind them. You must make a separate attack and damage rolls against any other creatures in the path of the arrow.
Sacrificial Bolt
Using a 5th-level spell slot, you can make the ultimate magical shot. If your attack with this shot hits, it is an automatic critical hit. However, if it kills its target, all hostile creatures within 50 feet take the same damage.
Gleaming Arrows
Once you reach 11th level, when using your Cantrip Shots feature, instead of releasing a damaging arrow of magic, you may sling a brilliant shot containing beneficial effects. You learn the Guidance, Light, and True Strike cantrips. These can also be used with the Cantrip Shots feature, and despite not normally requiring an attack roll, you must still perform one against your target's AC. Concentration requirements for these cantrips still apply, however.
Magic By Delivery
At 15th level, you can now weave an ally's spell into your own magic. When an allied creature casts a spell on you that affects only yourself directly, such as Cure Wounds or Invisibility, you can use your bow to fling that magic to another creature as a reaction. Instead of being affected by the spell yourself, you can choose a target within range of your shortbow or longbow and have them be affected in your place.