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Spellbow Class
Spellbow Class
Saving Throws: Dexterity, Intelligence gain certain spellbow levels, you gain additional
Skills: pick 2 from Athletics, Insight, Investigation, imbuements of your choice, as shown in the Imbuements
Arcana, Perception, Stealth, History. Known column of the Spellbow table.
When you make a ranged weapon attack, you may add
Equipment any imbuement you know to the arrow as a bonus action.
You start with the following equipment, in addition to the You can imbue a number of attacks per day equal to your
equipment granted by your background: Spellbow Level plus your Intelligence Modifier.
• leather armor Additionally, when you gain a level in this class, you can
• (a) a longbow and a quiver of 20 arrows or (b) a heavy choose one of the imbuements you know and replace it
crossbow and a case of 20 bolts with another imbuements that you could learn at that level.
• A simple melee weapon and a dagger If this causes you to lose any of the prerequisites for other
• (a) a dungeoneer’s pack or (b) an explorer’s pack imbuements, you may replace those as well.
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throughout the ritual, at the conclusion of which you touch Spell Slots
the weapon and forge the bond.
The Spellbow table shows how many spell slots you have
Once you have bonded a weapon to yourself, you can't be to cast your spells of 1st level and higher. To cast one of
disarmed of that weapon unless you are incapacitated. If it these spells, you must expend a slot of the spell’s level or
is on the same plane of existence, you can summon that higher. You regain all expended spell slots when you finish
weapon as a bonus action on your turn, causing it to a long rest.
teleport instantly to your hand.
You can have up to two bonded weapons, but can summon Spells Known of 1st Level and Higher
only one at a time with your bonus action. If you attempt to You know two 1st-level spells of your choice from the
bond with a third weapon, you must break the bond with Spellbow spell list.
one of the other two. The Spells Known column of the Spellbow table shows
You may use your Bond weapon as a spellcasting focus for when you learn more Spellbow spells of your choice. Each
your Spellbow Spells and cantrips. of these spells must be of a level for which you have spell
slots. For instance, when you reach 5th level in this class,
Fighting Style you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
At 2nd level, you adopt a particular style of fighting as choose one of the Spellbow spells you know and replace it
your specialty. Choose one of the following options. You with another spell from the Spellbow spell list, which also
can’t take a Fighting Style option more than once, even if must be of a level for which you have spell slots.
you later get to choose again.
Spellcasting Ability
Archery
Intelligence is your spellcasting ability for your Spellbow
You gain a +2 bonus to attack rolls you make with ranged spells. You use your Intelligence whenever a spell refers to
weapons. your spellcasting ability. In addition, you use your
Defense Intelligence modifier when setting the saving throw DC for
a Spellbow spell you cast and when making an attack roll
While you are wearing armor, you gain a +1 bonus to AC.
with one.
Ranged Dueling Spell save DC = 8 + your proficiency bonus + your
When you are wielding a ranged weapon in one hand and Intelligence modifier
no other weapons, you gain a +2 bonus to damage rolls Spell attack modifier = your proficiency bonus + your
with that weapon. Intelligence modifier
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grants you features at 3rd level and again at 7th, 15th, and Additionally, you can use your action to make a ranged
20th level. attack against any number of creatures within 10 feet of a
point you can see within your weapon’s range. You make a
Ability Score Improvement separate attack roll for each target. You must take a short
rest before using this special attack again.
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
Arcane Archertypes
choice by 1. As normal, you can’t increase an ability score Spellbows come from many different backgrounds and
above 20 using this feature. often choose to specialize their use of magic in different
ways. The three most common specializations are the
Tracing Shots Deathbow, Elemental Archer, and the focuser.
Starting at 6th level, when you hit with a weapon attack Deathbow
you may magically mark your enemy for 1 minute. You
always know where marked enemies are and they take an The Deathbow channels dark energies. Between imbuing
additional 1d6 damage of the same type as your ranged their attacks with negative energy and their ability to
weapon attacks when you hit them, once per turn. You may disrupt the animating forces of creatures, a Deathbow is a
use this feature a number of times up to your Intelligence formidable adversary.
Modifier (minimum 1) before taking a long rest.
Necrotic Imbuement
At 14th level, your allies can benefit from the bonus
Starting at 3rd level, when you use an Imbuement, you can
damage against marked targets with their weapon attacks,
change the damage type of the attack to Necrotic. When
allowing them to deal 1d6 additional damage on an attack
you do this, your attacks also exist on the ethereal plane.
against the marked enemy once per turn.
Disrupt Undead
Manifested Ammunition Starting at 7th level, when you strike an undead creature
with your Necrotic Imbuement, you may double your
At 10th level, you manifest force arrows when you draw
damage dealt to the creature by your ranged weapon attack
your bow. Your weapon damage with bows and crossbows
if it fails a Constitution Saving Throw against your spell
becomes force and you add your Intelligence modifier to
save DC. When an undead is reduced to 0 hit points with
all damage rolls with bows and crossbows. You no longer
this it dies immediately regardless of Undead Fortitude.
consume ammunition when you fire in this way. Other
class features can overwrite this damage type. These force Necrotic Imbuement Enhancement
arrows can be imbued, but not if the imbuement requires At 7th level, enemies killed by your necrotic imbuement
previous preparation. When you roll initiative, if you have make a melee weapon attack against an eligible target of
no Imbuements left for the day, you gain 2 uses. This your choice as they die.
increases to 4 uses at level 20.
Draining Arrow
Improved Arcane Accuracy At 15th level, you learn the Imbuement Draining Arrow.
This imbuement causes the attack to deal 2d10+INT extra
By 11th level, you’ve become so used to guiding your shots necrotic damage. The damage dealt is then transferred to
that it becomes second nature. All ranged weapon attacks you as temporary hit points.
deal an additional 1d8 damage. If you also use your Arcane
Accuracy with an attack, you add this damage to the extra Death Shot
damage of your Arcane Accuracy. At 20th level, a Spellbow can channel massive amounts of
dark energy into an arrow. You may spend 1 hour and an
Hail of Arrows imbuement creating the Death Arrow, which only functions
for you. This arrow can not be affected by your
At 18th level, you’ve mastered the bow and the art of Imbuements. When you fire this arrow, the weapon damage
imbuing your arrows. When you use a bonus action to becomes 10d10 Necrotic. This arrow can critically hit. The
imbue an arrow, you can spend an additional imbuement to target of the attack may make a Constitution saving throw
apply a different second imbuement to the same arrow. to take half damage from the attack if it hits. The
Imbuement of the arrow expires if it leaves your
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possession, if you take a long rest, or if you create another
Death Arrow.
Focuser
A Focuser channels their arcane power into intense
Elemental Archer concentration, allowing them to see their enemy’s
The Elemental Archer embraces the close connection weaknesses and aim attacks that no other could hit.
between the Elemental Chaos and the arcane magics they Aimed Shot
draw upon. They use this not only to manipulate elemental
At 3rd level, before you move, you may use a bonus action
energies, but also to further their understand of elementals
to reduce your speed to 0 and add 1 to ranged weapon
on a more fundamental level.
attack rolls until the end of your turn. Your damage rolls for
Elemental Attunement attacks made in this way are increased by 1.
At 3rd level, once per long rest you may spend 1 minute Focused Shot
attuning to an element. Choose Fire, Lightning, Cold, or
At 7th level, before you move, you may use your bonus
Acid. Your ranged weapon attacks deal this damage type
action to reduce your speed to 0 and increase your attack
and gain a +2 bonus to damage for the next 8 hours or until
rolls by your Intelligence modifier and deal bonus damage
you cancel it. Additionally, when you roll damage for spells
equal to your intelligence modifier. Additionally, your
you cast that match the type of your attunement you may
critical range becomes 19-20 for any imbued attacks.
treat any ones as twos. If you attune again, the new
attunement replaces the previous one. Focuser Improvement
Starting at 15th level, you only need to reduce your speed
Elemental Attunement Improvement to 10 to use your focuser features other than Deadly Focus.
At 7th level your Elemental Ammunition replaces the +2 Additionally, while your eyes are closed and you are not
damage bonus for 1d6 extra damage of the same damage moving, you know the location of all creatures within 60
type, and you can attune once per short rest and the effect feet of you that have a heartbeat.
lasts for 24 hours. Additionally, when casting spells that
deal acid, cold, fire, or lightning damage, you may choose Deadly Focus
to replace the damage type with the element you are At 20th level, before you move, you may use a bonus
attuned to. action to reach arcane levels of single mindedness. You
automatically hit and Critically strike on your next attack
Conjuror’s Arrow within the next minute. While you are focusing in this way,
Starting at 15th level, you learn the Imbuement Conjuror’s your speed becomes 0 and you can not take reactions.
Arrow which you may use once per long rest and must be Concentration, as with spells, is required. You may only
prepared on an arrow by spending 1 minute concentrating use this feature once per long rest.
on the arrow. The imbuement causes the arrow to cast
either conjure minor elementals or conjure elemental, Arcane Imbuements
which you decide when you begin preparing the arrow. If an arcane imbuement has prerequisites, you must meet
Elementals conjured in this way are still subject to the them to learn it. You can learn the imbuement at the same
normal rules of the spells, including concentration. You time that you meet its prerequisites.
must maintain concentration while you hold the arrow
before the spell is cast or the imbuement is lost. Acid Arrow
Prerequisite: level 5
Elemental Obliteration Reduces the target’s AC by 1 if they are wearing armor or
At 20th level, an Elemental Archer has mastered have natural armor. This effect does not stack. This effect
manipulating the elements through their bow. When you hit ends in 24 hours or if the target takes a long rest. You may
an elemental with a ranged weapon attack, you may cast take this imbuement multiple times, increasing the AC
the Banishment spell without expending a spell slot. If the reduction by 1 more each time. If worn armor is reduced to
target is successfully banished, the Arrow drops to the 10 AC, it is destroyed. If the target has no armor, they take
ground. If the arrow is destroyed before 1 minute has 2d6 acid damage.
passed, the banished target returns. You can use this feature
once per long rest. Area Spell Arrow
Additionally, while you are attuned to an element Prerequisite: Targeted Spell Arrow
through Elemental Ammunition, your weapon attacks and Cast an Area of Effect spell on the arrow. When the arrow
spells of the chosen damage type ignore resistances. hits something, the spell is cast at that location.
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Burning Arrow as their spellcasting ability and you can use your bow as a
spellcasting focus to cast them.
Prerequisite: level 5
The attack deals +2d6 fire damage when the attack hits, Magic Arrow
and then deals an additional 1d6 fire damage at the end of The attack automatically hits. The attack deals 2d4+2 force
the target’s next turn. You may take this imbuement damage instead of its normal weapon damage and is
multiple times to increase both the initial bonus damage subject to effects that interact with the magic missile spell.
and the delayed damage by +1d6 for each additional
instance. Poisoning Arrow
The attack deals +1d6 Poison damage and if the target fails
Electrocuting Arrow
a constitution saving throw they become Poisoned for 1
Prerequisite: Shocking Arrow, Stunning Arrow minute. The may repeat the save at the end of each of their
Deals +2d6 lightning damage. If the target fails a turns to end the effect.
Constitution saving throw they are Stunned until the start
of your next turn. If a target is struck by this imbuement Phase Arrow
once, the next attack against that target before the end of Prerequisite: Seeker Arrow, Invisible Arrow
your next turn with this same imbuement has advantage to Flies in a straight line through all non-magical barriers
hit and deals an additional 2d6 lightning damage. towards a target you know the location of. Ignores half,
three quarters, and full cover.
Enhanced Arrow
The attack has +1 hit and deals +1d6 damage of the same Seeker Arrow
type as the weapon. You may take this imbuement multiple The arrow can target any creature within range you know
times. Each time you take it, the bonus damage increases the location of. It then flies in a path to that target ignoring
by 1d6. half and three-quarters cover.
Extra Attack Shocking Arrow
Prerequisite: level 5 The attack has advantage if the target is wearing metal.
Make an additional attack after the first without any Deals +1d4 lightning damage and the target cannot take
imbuements. This imbuement can be used with other reactions until the start of its next turn.
imbuements using the same bonus action but can not be
used with Split Arrow. Soul Arrow
The attack’s damage changes to psychic and deals +1d8
Freezing Arrow damage. You may take this imbuement multiple times to
Prerequisite: Frost Arrow further increase the bonus damage.
Deals +2d6 cold damage on the attack. The target makes a
constitution saving throw. On a failure, they are Split Arrow
immobilized for one minute. On a success, their speed is Prerequisite: level 5, Extra Attack
reduced to half. They may make a strength Saving throw to Make two ranged weapon attacks against two different
break out of the ice and end the effects at the end of targets using the same arrow. Both of these attacks have -5
subsequent turns. hit but share Arcane Accuracy and other imbuement
effects. This imbuement can be used with other
Frost Arrow imbuements using the same bonus action, but cannot be
Deals +1d4 cold damage on the attack. The speed of the used with Extra Attack.
target is halved until the start of your next turn.
Stunning Arrow
Invisible Arrow Prerequisite: Shocking Arrow
Does not reveal your location when you fire it. If it hit a Deals +1d4 lightning damage. If the target fails a
target, that target’s body becomes invisible if they die Constitution saving throw they are Stunned until the start
within the next minute. of your next turn.
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Spellbow Spells
3rd level
Cantrips Dispel Magic
Blade Ward Fear
Chill Touch Fireball
Dancing Lights Haste
Fire Bolt Lightning Arrow
Mending Lightning Bolt
Ray of Frost Locate Creature
Resistance Sleet Storm
True Strike Slow
1st level Stinking Cloud
Vampiric Touch
Detect Magic
Ensnaring Strike 4th level
Expeditious Retreat Banishment
Feather Fall Confusion
Fog Cloud Conjure Volley
Grease Evard’s Black Tentacles
Magic Missile Ice Storm
Sleep Polymorph
Tasha’s Hideous Laughter Wall of Fire
Thunderwave
5th level
2nd level Cloudkill
Blindness/Deafness Cone of Cold
Cordon of Arrows Dominate Person
Hold Person Dream
Melf’s Acid Arrow Hold Monster
Misty Step
Shatter
Web
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