Spellshot
Masters of Arcane Precision
Once known as Sylvian Archers, Spellshots are elite combatants who weave magic into their marksmenship with deadly finesse. What began as a secretive elven tradition has since spread across cultures, studied and adapted by those who blend arcane talent with otherworldy accuracy. Spellshots are feared for their ability to strike with supernatural force and precision—felling foes before they even sense danger
Level 3: Mystic Discipline
You gain the following benefits.
Cantrip You learn two cantrip of your choice from the Druid spell list. [ Druidcraft] and [ Guidance] are recommended. Intelligence is your spellcasting modifier for them.
Extra Proficiency You gain proficiency in Arcana and Nature skill.
Level 3: Arcane Shot
You learn to unleash special magical effects with some of your shots.
Known Arcane Shots You learn a number of Arcane Shots of your choice (see "Arcane Shot Options" below) equals to 1 plus your Intelligence modifier
. When you finish a
Long Rest, you can change your Arcane Shot known.
Arcane Shot Usage When you attacak or hit a creature with a ranged weapon, you can activate one of your Arcane Shots. You can use this feature a number of times equal to your 1 plus your Intelligence modifier
(minimum of 1) and you regain all expended uses when you finish a
Short or
Long Rest.
Level 7: Magic Shot
You gain the ability to infuse your projectiles with magic.
Infused Shot Whenever you attack with a ranged weapon, you can choose to deal the weapon's damage type or Force damage.
Curved Shots When you miss a Ranged weapon attack, you can use your Reaction to reroll the attack roll against a different target within 60 feet of the original target.
Level 10: Improved Arcane Shot
Your Arcane Shots are improved. All of your Arcane Shot damage increases by 1d6.
Level 15: Ever-Ready Shot
If you roll Initiative and are missing any uses of your Arcane Shot, you regain one use of it.
Level 10: Ultimate Arcane Shot
Your Arcane Shots are improved further. All of your Arcane Shot damage increases by an additional 1d6 (2d6 total).
Arcane Shots Options
If an option requires a saving throw, your Arcane Shot save DC equals 8 plus your Proficiency Bonus + your Intelligence Modifier
.
- Banishing Shot
-
On hit, target must succeed on a CHA Save or be banished. While banished in this way, its Speed is 0, and it has the Incapacitated condition. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
You use abjuration magic to try to temporarily banish your target to a harmless location.
- Beguiling Shot
-
On hit, choose one of your allies within 30 feet of the target. The target takes an extra 2d6 Psychic damage and makes a WIS Save. On a failed save, it has the Charmed condition until the start of your next turn, with the chosen ally as the source.
Your enchantment magic causes this projectile to temporarily beguile its target.
- Bursting Shot
-
It detonates after it hits or misses the target. The target and all other creatures within 10 feet of it make a DEX Save. A creature takes 3d6 Force damage on a failed save, half as much on a successful one.
You imbue the projectile with force energy drawn from the school of evocation.
- Enfeebling Shot
-
The target takes an extra 2d6 Necrotic damage and makes a CON Save. On a failed save, all damage dealt by the target is halved.
You weave necromantic magic into your projectile.
- Grasping Shot
- When this projectile strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The target takes an extra 2d6 Poison damage and its Speed is reduced by 10 feet. The first time it moves on its turn without teleporting, it takes 2d6 Slashing damage. At the end of each of its turns, the target can make a STR Save. On a success, the effect ends. The brambles last for 1 minute, until you use it again, or if the target manages to escape early.
- Piercing Shot
-
The target takes an extra 3d6 Piercing damage. After the projectile hits or misses the target it continues flying in a 30-foot Line, passing through objects and ignoring cover. Each creature in that Line must make a DEX Save. A creature takes 3d6 Piercing damage on a failed save, half as much on a successful one.
You use transmutation magic to give your projectile an ethereal quality.
- Seeking Shot
-
When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target makes a DEX Save. On a failed save, the target takes 3d6 Force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
Using divination magic, you grant your projectile the ability to seek out your target, allowing it to curve and twist its path in search of its prey.
- Shadow Shot
-
The target takes an extra 2d6 Psychic damage, and it must succeed on a WIS Save or have the Blinded condition until the start of your next turn.
You weave illusion magic into your projectile, causing it to occlude your foe’s vision with shadows
- Silencing Shot
-
The target takes an extra 2d6 Thunder damage and makes a CON Save. On a failed save, it has the Silenced condition.
You charge abjuration magic into your projectile, severing the target connection to the Weave
- Transposing Shot
-
The target takes an extra 1d6 Force damage and makes a CHA Save. On a failed save, you switch places with it.
You imbue conjuration magic into your shot, swapping your position with the target