![]() It must have a casting time of 1 action and must affect an area or have a range of touch. To be imbued, a spell must be 1st level or higher, but no higher than 4th level. Imbue ArrowĪlso starting at 3rd level, you can place a spell into a piece of ammunition and then fire it, causing the spell to be released upon impact. Upon reaching 2nd level, nonmagical ammunition you fire is considered to be magical. Whenever you draw your bow (or load your crossbow), a nonmagical arrow or bolt appears on the string, ready to fire. Once you reach 3rd level, you no longer need to use a bonus action to summon ammunition. The conjured ammunition lasts for 1 round and then disappears. Table: The Spellbow LevelĪlso at 1st level, as a bonus action, you can conjure up to three nonmagical arrows (or other ammunition). You add half of your levels in the spellbow class when determining your total spell slots. Spell attack modifier = your proficiency bonus + your Wisdom modifier Spell save DC = 8 + your proficiency bonus + your Wisdom modifier In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. You use your Wisdom whenever a spell refers to your spellcasting ability. Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. ![]() When you reach 4th level in this class, you can learn one new spell of 1st or 2nd level. The Spells Known column of the Spellbow table shows when you learn more ranger spells of your choice. You know two 1st-level spells of your choice from the ranger spell list. For example, if you know the 1st-level spell hunter’s mark and have a 1st-level and a 2nd-level spell slot available, you can cast hunter’s mark using either slot. You regain all expended spell slots when you finish a long rest. To cast one of these spells, you must expend a slot of the spell’s level or higher. The Spellbow table shows how many spell slots you have to cast your spells of 1st level and higher. Skills: Choose any one of Arcana, Nature, or Survival SpellcastingĪt 1st level, you learn to cast ranger spells through your training in the traditional ways of the spellbow. Hit Points per Level: 1d10 (or 6) + your Constitution modifier per spellbow level Proficiencies Whatever your path, you must draw attention to yourself as both an archer and a spellcaster, and then you must submit to a teacher willing to take you on as a pupil.Īs a spellbow, you gain the following class features. Perhaps you gain repute by competing in and winning a noteworthy archery competition, or you become known for your skill in battle. To be trained as a spellbow, you must first earn the regard of an experienced spellbow willing to teach you. You must already be a 5th-level character before you can gain spellbow levels. To become a spellbow, you must be able to cast spells. Spellbows must have good hand-eye coordination and keen perception. Prerequisite(s): To gain levels as a spellbow, you must meet the following requirements (in addition to the multiclassing prerequisites for any classes you have): Capable of imbuing magical effects into her arrows, a spellbow is a dangerous adversary. Spellcasters of virtually any stripe might take levels in this class.Ī spellbow combines skill at archery with skill at magic. Some devotees of this discipline are clerics or rangers, while others are militant mages or spell-using warriors with little or no ranger training prior to learning the way of the spellbow. 5e SRD > Classes > Prestige Classes > SpellbowĪlthough the first spellbows were elves, archers of any race may follow this path.
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