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Jhamkul's Treasury of Archery - Full Compendium

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Published by goroiamanuci, 2023-03-19 16:14:22

Jhamkul's Treasury of Archery - Full Compendium

Jhamkul's Treasury of Archery - Full Compendium

Jhamkul's Treasury of Archery “The archer is the true weapon; the bow is just a long piece of wood.” Created by Jhamkul | Follow me on Instagram @Jhamkul | Unofficial D&D 5e fan content | Made on Homebrewery


3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 5 9 9 9 10 Cover Art Textures 3 3 4 5 6 7 8 9 Preface Jhamkul's Treasury of Archery, JToA for short, is my first compendium of homebrew content for D&D 5e. As its name may suggest, it is heavily focused on the use of the ranged weapons from the game. I decided to put this together as a way to thank all the people that support my "make-believe" ideas, but more specifically for my followers over Instagram. Thanks for being here, I truly hope you enjoy the content! ~ Jhamkul's Forge ~ Table of Contents Feats Peerless Archer ........................................................................... Power Shooter ............................................................................. Light-handed Bowman .............................................................. Keen-eyed Hunter ....................................................................... Keen-eyed Hunter ....................................................................... Battleworn ..................................................................................... Fighting Styles Arbalest Master ........................................................................... Evasive Combatant ..................................................................... Forceful Striker ........................................................................... Horseback Archery ..................................................................... Instinctive Hunter ....................................................................... Mightful Shooter ......................................................................... Quickdrawer ................................................................................. Resourceful Fighting ................................................................. Retaliation ..................................................................................... Magic Items Character Options Fighter (Martial Archetype) : ................................................... Sanguine Bowman .................................................................. Soulbow ................................................................................... Art Credits Nylea, Keen-Eyed (MTG)................................................. Chris Rahn for WotC Homebrewery Full Page Stains ....................................... /u/flamableconcrete Longbow Assassins .......................................................................... Youngmin Moon Empire Crossbow Concept............................................................ Adrian Smith Runic Bow ......................................................................................... Matt Forsyth Daedric Bow ...................................................................................... The Elder Scrolls V: Skyrim (Bethesda Studios) Bomb Arrows .................................................................................... YellowJacket Uncharted II Crossbow Concept.................................................. Andrew Kim Shield Crossbow ............................................................................... Dark Souls II (FromSoftware) The Blood Bow ................................................................................. A. Shipwright


Feats Peerless Archer Prerequisite: Strength or Dexterity 13 or higher Increase your Dexterity by 1, to a maximum of 20. Strong wind or being underwater doesn't impose disadvantage on attacks made with ranged weapons. Ranged attacks made against creatures that are grappled, prone, or restrained, are made with advantage. Power Shooter Prerequisite: Strength or Dexterity 13 or higher You gain advantage on attack rolls made with two-handed ranged weapons against a target within 10 feet of you. You can use your action to make a single attack with a two-handed ranged weapon against a creature within 30 feet of you. You attempt to pin the creature to the ground or a vertical surface with this powerful attack. On a hit, the target must succeed on a Strength (Athletics) check contested by your attack roll. On a fail, the target is grappled until the end of its next turn. Light-handed Bowman Increase your Dexterity by 1, to a maximum of 20. When you use the attack action to make a ranged weapon attack with a shortbow, you can use a bonus action to make an additional attack with the same weapon. Once per turn, if you roll a 1 or 2 on the damage roll with your shortbow, you can treat the result as a 3 instead. Keen-eyed Hunter Prerequisite: Dexterity or Wisdom 13 or higher When you roll for initiative, you can treat a d20 roll of 6 or lower as a 7. You can aim one of your attacks made with a ranged weapon to make a precise shot able to weaken a creature's defenses temporarily. On a hit, the creature takes an extra 1d6 piercing damage and receives a -2 penalty to its AC until the end of its next turn. Once you use this feature, you can't do so again until you finish a short or long rest. Battleworn Increase your Strength, Dexterity or Wisdom by 1, to a maximum of 20. When you hit a creature within 40 feet of you with a weapon attack, you can force it to roll a Wisdom (Insight) contested by your Wisdom (Perception). On a fail, the creature can’t make weapon attacks with advantage against you until the start of your next turn. You can use this feature twice, and you can’t do so again until you finish a long rest.


Fighting Styles Arbalest Master. You can use your Strength modifier instead of your Dexterity for attacks and damage rolls made with ranged weapons. Additionally, you ignore the loading property of crossbows. Evasive Combatant. If you take your action to make the Disengage or Dash action, or after successfully escaping from a Grapple, you can make an attack with your ranged weapon as a bonus action. Forceful Striker. You can add your Strength modifier (minimum of 1) to the damage of the first attack you make with a ranged weapon on each of your turns, or when you score a critical hit against a target. Horseback Archery. While you are riding a mount, you count as a creature one size larger. Once per turn, while you are on your mount, if you hit a creature at least one size smaller than you with a ranged weapon attack, the attack deals an additional 1d4 of the weapon's damage type. Instinctive Hunter. Once per turn, if you have disadvantage on an attack roll made with a ranged weapon against a creature that is not within 5 feet of you, you can add your Wisdom modifier to the attack roll. Mightful Shooter. Once per turn, when you roll a 1 or 2 on a damage die for an attack you make with a two-handed ranged weapon, you can take instead the average (rounded down) of the damage die used . Quickdrawer. Before rolling for initiative, if you are not surprised, you can use your reaction to make an attack with a ranged weapon. The target of this attack must be within the weapon's normal range. Resourceful Fighting. You can use a ranged weapon to hit creatures within 5 feet of you, and to make an opportunity attack with it. This melee attack receives the same bonuses as the weapon does for ranged attacks, but it deals bludgeoning instead of piercing damage on a hit. Retaliation. If a creature within 15 feet of you hits you with an attack, you can use your reaction to make a ranged attack against the same target that attacked you.


Magic Items Barraging Crossbow Weapon (hand crossbow or heavy crossbow), Uncommon This crossbow has a barrel that can hold up to 5 bolts, and you must expend an action to recharge it. You can spray all 5 bolts at once, making a volley attack in a 10-feet-radius area in a point within 40 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw, taking the usual crossbow's piercing damage + an additional 1d4 fire damage. Blood-Moon Bow Weapon (any bow), Very Rare (requires attunement) These type of dark wooden bows are created in esoteric ritual by being soaked in blood during a blood moon. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you have advantage on attack rolls made with this bow against lycanthropes, and if you hit any of these creatures with it, it takes an extra 1d6 necrotic damage. Flaring Moonlight. Once per turn, when you attack a creature within 10 feet of you with this bow, the arrow bursts into a blinding blast of red light. The target and any creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. Branding Hemorrhage. Once per turn, when you attack a creature (other than a plant, construct, undead, or elemental) with this bow, it is marked with blood magic for 1 minute. Only one creature can be marked by this feature at a time, and with each consecutive attack it receives on each turn, the mark grows larger. As a bonus action on your turn, if the creature is within 80 feet of you, you can break the seal from the mark and expend a number of Hit Dice equal to the number of marks the creature holds. The target takes extra necrotic damage equal to a roll of your Hit Dice. Bowrrelly Weapon (any bow or crossbow), Rare (requires attunement) The dark metal riser and limbs from this weapon are forged from meteoric iron, which holds otherworldly cosmic powers. You gain a +1 bonus to attack and damage rolls made with this weapon, and nonmagical arrows shot through it count as if they were silvered. Shooting Star. This item holds 5 charges, and regains 1d4+1 charges expended uses daily at dawn. You can expend a charge to charge your next arrow with cosmic energy. On a hit, the arrow deals instead bludgeoning damage, and your target takes an extra 1d6 fire damage. Additionally, the arrow leaves a trail of dust and light until the start of your next turn. It illuminates with bright light a 5-feet-area in a straight line from where the arrow was originally fired to where it lands. Compassbow Weapon (any bow or crossbow), Common This weapon is a useful tool for hunters that prefer to have as little as they can without missing on survivability. If you shoot an arrow or bolt directly in the air from this weapon, the projectile will always fall towards where north is. Frost Bladed Bow Weapon (longbow), Uncommon (requires attunement) This white, bluish bow made out of wood is made with different parts of a young yeti: the grip from the bow has its grayish fur, the string is made from its vocal cords, and one of its sharp tusks attached at the end of both of its limbs. Attacks made with this weapon deal an extra 1d4 cold damage on a hit, and a Large or smaller creature hit by it has its speed reduced by 5 feet with each successful hit until the start of your next turn. Additionally, you can make melee weapon attacks with this bow using the yeti's tusks, which are considered shortswords to determine the damage dealt. Note to Dungeon Masters A shortbow version of this weapon can also be easily found using parts of a younger yeti. This way, its tusks are considered daggers for damage purposes, but they can't be thrown. Fletcher's Wristband Wondrous item, Uncommon While wearing this wristband, you gain proficiency with woodcarver's tools, and you can craft an additional number of arrows during a rest equal to your proficiency bonus. Perforating Arrows. This item holds 3 charges, and regains all expended uses daily at dawn. You can expend one charge as part of your attack to cause one arrow to travel fast and pierce through other targets. If you hit your target with this enchanted arrow, it completely pierces the creature and also targets the closest enemy next to it, using the same number rolled for the first target. The arrow can travel either 20 feet in a straight line, or 15 feet in a straight line and then curve its trajectory 5 feet to the right or to the left. a Bowrelly longbow


Gemstone Arrows Ammunition (arrow, bolt, needle or bullet), Very Rare These projectiles are shaped out of the heart of the various gem dragons, which hold some of the destructive powers they used to defend themselves in life. When you shoot any of the following types of ammunition, hit or miss, it shatters and explodes, releasing the magical effects that the crystalline projectile encapsulates. The target and each creature within 5 feet of it must succeed on a DC17 Dexterity saving throw or take 3d4 piercing damage, and be affected by the additional effects from the type of ammunition. Additionally, if a creature is flying and fails the saving throw against any of the projectile's magical effects, it immediately falls 30 feet to the ground. Amethyst. The projectile creates a sudden shifting of gravitational force. A creature within the projectile's exploding area must make a DC 18 Strength saving throw. On a failed save, it takes an extra 3d12 force damage, and its speed becomes 0 until the start of your next turn. On a successful save, the creature takes only half as much damage. Crystal. The projectile releases a burst of brilliant radiance. A creature within the projectile's exploding area must make a DC 18 Constitution saving throw. On a failed save, it takes 6d6 radiant damage, and is blinded until the start of your next turn. On a successful save, the creature takes only half as much damage. Emerald. The projectile releases a disorienting wave. A creature within the projectile's exploding area must make a DC 18 Intelligence saving throw. On a failed save, it takes 4d8 psychic damage, and until the end of its next turn, when the creature makes an attack roll or saving throw, must roll a d4 and subtract the number rolled from the attack roll or saving throw. On a successful save, the creature takes only half as much damage. Moonstone. The projectile releases a hazy mist. A creature within the projectile's exploding area must make a DC 18 Intelligence saving throw. On a failed save, it falls unconscious for 1 minute, or until it takes damage. Wakening from this lethargy, a creature affected by it can't make attacks of opportunity until the start of its next turn. On a successful save, the creature is not affected by any of these additional effects. Sapphire. The projectile releases an irritating, nearly inaudible sound. A creature within the projectile's exploding area must make a DC 18 Wisdom saving throw. On a failed save, it takes 2d8 psychic damage and 2d8 thunder damage, and the creature can only make one attack and can’t use reactions until the end of its next turn. On a successful save, the creature takes only half as much damage. Topaz. The projectile releases a desiccating cloud. A creature within the projectile's exploding area must make a DC 18 Constitution saving throw. On a failed save, it takes 8d4 necrotic damage, and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength and Constitution saving throws, and their weapon attacks deal only half damage. On a successful save, the creature takes only half as much damage. Hasty Bow Weapon (any bow), Rare (requires attunement) The grip from this steel bow is a rigid coil that is perpetually charged with electricity. The wielder of this weapon can become hypercharged and shoot several arrows in the blink of an eye. You gain a +1 bonus to attack and damage rolls made with this weapon. Flurry of Arrows: As an action, you can activate the enchantment from the weapon to overcharge you with electric energy, and you make an attack roll as part of the same action against a target of your choice within range. As long as you successfully hit your designated target with a ranged attack, you must make a new one immediately after. With each successful hit after the first one, you take a -1 penalty to the attack roll, to a maximum of -5. Once you use this feature, you gain 1 level of exhaustion, and you can’t do so again until the next dawn. (from left to right ) sapphire, crystal, topaz, and moonstone types of gemstone arrows


Kirin's Glove of Archery Wondrous item, Legendary (requires attunement) Lurue, the Unicorn Queen, made a single glove from the skin of a rare silver ki-rin who served her. When he died defending her in battle, she decided to keep the memory of its savior alive the best way she could. This magic item was offered to one of her most loyal champions, Platherenthas, an expert marksman who is said to be one, if not the only, ki-rin rider. You gain a +2 bonus to attack and damage rolls made with ranged weapons. Additionally, you gain immunity to poison damage and to the poisoned condition. Empowered Shot. This item holds 8 charges, and regains 1d6 + 2 charges expended uses daily at dawn. You can expend a charge on your turn to infuse an arrow with one of the following special effects: Homing: You infuse the arrow with motes of probability. You make the attack roll with advantage. Silencing: You shoot a barely visible arrow that muffles all sound. On a hit, the arrow casts the silence spell centered on the target of your attack until the start of your next turn. If the creature moves, the 20-foot-radius sphere of noiselessness moves with it. Teleporting: If you hit a creature with this arrow, or you shoot it on a point you choose within range, you can use your reaction before the start of your next turn to teleport to the nearest unoccupied space within 5 feet of the arrow. Fracturing: Upon contact with a target, hit or miss, the arrow casts the spell spike growth, centered in the area where it landed, until the start of your next turn. Magic Bender: On a hit, the creature must succeed on a DC 19 Constitution saving throw. On a failed save, it loses its resistance to necrotic damage, or becomes vulnerable to an elemental damage type (acid, cold, fire, lightning, poison, or thunder) of your choice until the start of your next turn. Deadshot. Once per day, you can transform a mundane arrow for the next 12 hours into an arrow of slaying of a type of creature or race of your choosing. This magic arrow deals radiant damage instead of piercing damage, and if your target succeeds on the saving throw, it takes half as much damage. Once you use this feature, you can’t do so again until the next dawn. Lightning Bow Weapon (any bow), Rare (requires attunement) This weapon appears to be only a multicolored metal handle. As a bonus action, you can shake it to cause a roar of crackling electric energy to emerge from it. The electric powers of this bow remain active for 10 minutes, or until you use a bonus action to shake it again, making it disappear. This weapon creates its own arrows made out of electric sparks, which deal lightning damage instead of piercing. Additionally, if a magical arrow is loaded into the bow, it deals an additional 1d8 lightning damage on a hit. Rumbling Shot. You can charge an arrow with the destructive power of a storm. When you hit a creature with this bow, the arrow deals an extra 1d10 thunder damage to its target, and to any creature within 10 feet of it. You can use this feature twice, and you can’t do so again until the next dawn. Nihility Quiver Wondrous item, Rare (requires attunement) This long, horn-shaped quiver is made out of a dark purple leather that faintly shines with violet sparks of light. The item holds 8 charges, and regains all expended uses daily at dawn. You can expend one of the charges to imbue with shadow magic any non-magical arrow or bolt for 1 minute. When you shoot an arrow or bolt enchanted by this magic item, it is trailed by a second shadow projectile that leaves behind purple, sparkling particles. If the original projectile hits a target, the shadow one does too, dealing half as much damage as the first one + an extra 1d6 cold damage. Additionally, any projectile imbued with the item's shadow magic can go through solid surfaces up to 5 feet thick. Rebolter Weapon (hand crossbow), Uncommon (requires attunement) This hand crossbow is made out of a dark brown, greenish wood and filled with bad words written in goblin. It is said that after being exploited as labor for many years, a big settlement of goblins and hobgoblins turned against their troll leaders and crafted these weapons to dethrone them. While you area attuned to this weapon, you can speak, read, and understand goblin. Additionally, this weapon deals an additional 1d4 piercing damage to any creature that is at least one size larger than you. Giant's Bane. When you hit a creature with the giant type with this hand crossbow, the attack deals an extra 1d6 poison damage. Additionally, if the creature attacked has the regeneration trait, its regenerative abilities will not function until the start of your next turn. a Rebolter hand crossbow


Shieldbow Weapon (longbow, greatbow, or heavy crossbow), Uncommon These weapons are often used in combat by archers who, despite keeping their distance from their opponents, prefer to be more involved in the thick of battle. Thus, these ranged weapons have a steel shield incorporated into their riser, which, although it makes them heavier than normal longbows or heavy crossbows, also bring more defense to its wielder. When you are hit by an attack, you can use your reaction to hide behind the weapon’s shield. You gain a +2 bonus to your AC until the start of your next turn from any attack made within a 15-foot-cone in front of you. Spelldrinker Bowstaff Weapon (shortbow or longbow), Very Rare (requires attunement by a spellcaster) Elves are known for their accuracy with ranged weapons, but they also excel at close-combat, thus, bowstaffs are extremely versatile tools. Spelldrinker bowstaffs are normally made out of mythral and used by magic users in elven societies, which by fueling the weapon with their magic capabilities, they can potentiate the impact of their attacks. You gain a +2 bonus to attack and damage rolls made with this weapon. Additionally, you can use a bonus action to speak this magic weapon's command word, causing it to bend and switch forms from a bow to a quarterstaff, or vice versa. While you are attuned to this weapon, you are considered proficient with bows and quarterstaffs even if you lack proficiency with these weapons. Elven Accuracy. When you make an attack with this weapon, you can expend one spell slot to gain a bonus to hit equal to your spellcasting modifier. Additionally, on a hit, the attack deals an additional 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. Stinger Weapon (shortbow), Rare (requires attunement) This dark oak shortbow has several orange bee hives encrusted throughout its wooden limbs. It is said that beekeepers from the Feywild craft these unusual weapons. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, if you attack a creature with this weapon and score a critical hit, the target must succeed on a DC 16 Constitution saving throw, or be paralyzed and poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. Poisonous Pollen. This item holds 4 charges, and regains all expended uses daily at dawn. You can expend one charge to coat the tip of an arrow with a sticky and poisonous pollen. If the arrow hits a creature, it takes an extra 1d6 poison damage and the tip of the arrow sinks deep into its body. While the arrow remains stuck, the creature takes an additional 1d6 poison damage at the start of each of its turns until it uses an action to remove the arrow from its body. Stone Giant's Greatbow Weapon (greatbow), Rare (requires attunement) This enormous brass bow was found in a stone giant's settlement, where these creatures learned how to make their ranged combat more sophisticated. Several runes are carved into the bow, which lighten with a blue glow when its magical properties are used or a creature is severely wounded by it. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, attacks made with this greatbow ignore resistance to piercing damage, and creatures immune to piercing damage are instead resistant. If you score a critical hit against a Huge or smaller creature with this greatbow, the target gets pushed 10 feet away from you, and it takes an additional 5 bludgeoning damage. Cutting Stone. As a bonus action, you can magically burrow through rock or earth using your movement as if it was difficult terrain. You take 1d10 bludgeoning damage if you end your turn inside the ground, a wall, or an object; and you are immediately shunted to the nearest unoccupied space. You can use this feature twice, and you can’t do so again until the next dawn. Item Cost Damage Weight Properties Greatbow 90 gp 1d10 piercing 15lb. Ammunition (range 180/720), heavy, special, two-handed Special: You to have a Strength score of 12 or higher in order to wield this bow, and you have disadvantage on attack rolls against creatures within 15 feet of you. archer wielding a Shieldbow heavy crossbow


Character Options Martial Archetype: Sanguine Bowman A Sanguine Bowman is trained in a peculiar discipline of archery influenced by hemomancy. These archers weave the power of their blood in combat to control other's life force. Cruor Born 3rd-level Sanguine Bowman feature Vitality plays a profound role in your training. When you use your Second Wind feature, or you expend any of your fighter Hit Dice during a short rest, or through any of this subclass' features, you can treat a roll of 4 or lower on the d10 as a 5. Hemomantic Reservoir 3rd-level Sanguine Bowman feature You gain a pool of power coming from your connection with blood magic called vitality points. You gain a number of points equal to your fighter level + proficiency modifier + Constitution modifier (minimum of 1). If these points reach 0, you can expend one of your fighter Hit Dice to replenish them as a bonus action. You can use this bonus action a number of times equal to your proficiency bonus. These points can be utilized in various ways to aid you in combat: Clotting Shield. You create a protective shell that shields you from weapon and spell attacks. As a reaction to a triggering attack, you can temporarily increase your AC by a number equal to the vitality points expended (maximum of 5) until the start of your next turn. Bleeding Shot. You can empower a ranged weapon attack with blood magic as part of the same attack. On a hit, the target receives necrotic damage equal to the number of vitality points expended (maximum of 10). If the creature is reduced to 0 hit points by this attack, you regain a number of hit points equal to the vitality points expended, and the target creates a gory explosion. Hostile creatures within 10 feet of it must make a Dexterity saving throw or receive 1d4 necrotic damage. On the other hand, allies within the area receive 1d4 temporary hit points. Transfusion. As a bonus action, you expend vitality points (minimum of 5) to gain as many temporary hit points. While you have temporary hit points obtained through this feature, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Blood Rush. At the start of combat, as a reaction, you can expend your vitality points (up to a maximum of 8) and add them to the initiative roll. Also, on your first turn in combat, you gain an additional 10 feet of movement. Life Scent. As an action, you can expend 5 vitality points to open your senses and detect living entities. Until the start of your next turn, you know the location of any creature, other than constructs, elementals or plants, within 40 feet of you that is not behind total cover. You can use these features only once per turn, and you regain all your vitality points when you finish a short or long rest. Hemoplegia 7th-level Sanguine Bowman feature If a creature that has been hit in the current round (before the start of your next turn) with your bleeding shot feature attacks you or an ally within 40 feet of you, you can force the target to make a Constitution saving throw. On a fail save, you are momentarily in control of the other creature's vital energy and force all of their muscles to stiffen, being paralyzed until the start of its next turn, or until it is damaged. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. Blood String 10th-level Sanguine Bowman feature When you make a ranged weapon attack, you can expend one of your fighter Hit Dice to assist or further hinder a creature within range. If you target an ally, you have advantage on the attack, and on a hit, the creature regains a number of hit points equal to the damage die of your ranged weapon + the roll of the Hit Die. If instead you target an enemy with the attack, it receives the usual weapon's damage + extra necrotic damage equal to the roll of the Hit Die. Sanguine Deft 15th-level Sanguine Bowman feature When you use your Indomitable feature, or you make an Acrobatics or Athletics check, you can expend up to 5 vitality points or one of your fighter Hit Dice and add it to the roll. Additionally, when you roll initiative, and you don't have any of your fighter Hit Dice left, you regain one. Once you regain a Hit Die through this feature, you can’t do so again until you finish a long rest. Crimson Rainstorm 18th-level Sanguine Bowman feature As an action, you shoot a projectile at a point within 40 feet of you into the air, which splits in a 20-feet-radius area into hundreds of drops of blood. Hostile creatures in the area must make a Constitution saving throw, or become diseased and decayed for 1 minute. Creatures affected by these conditions deal half as much damage with weapon attacks, have disadvantage on Strength checks and saving throws, and cannot regain hit points for the duration of the effects. Furthermore, any source of healing will instead deal necrotic damage equal to the amount of hit points it would receive. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. You can use this feature twice, and you can’t do so again until you finish a long rest. The save DC for class features is 8 + proficiency bonus + Dexterity modifier


Martial Archetype: Soulbow A Soulbow is a fighter that excels in the use of ranged weapons, usually comparing this discipline with the elven tradition of bladesinging. These rare archers are blessed by the weave and the Ethereal Plane, and through their rigorous training, are able to awaken magical capabilities similarly to how sorcerers do. Through this spiritual connection with the veil, they conjure deadly weapons from their own souls, and access techniques that transcend physical pain. Weapon Bond 3rd-level Soulbow feature You learn how to invoke an ethereal weapon from your own soul. The weapon conjured, a Soulbow, can be a weightless shortbow, longbow, light crossbow, or heavy crossbow (your choice) that lacks the heavy property. When you first choose this subclass and decide on your weapon of choice, it binds to your essence, and it can't be changed anymore. Additionally, you can perform the ritual over the course of 1 hour to cause your soulbow to consume a magical ranged weapon (must be of the same type as your conjured soulbow) and replicate its magical properties. These features remain until your soulbow consumes a new magical ranged weapon. Conjure Soulbow 3rd-level Soulbow feature You can use a bonus action to conjure your soulbow, which lasts for 10 minutes. It ends early if you are incapacitated, or if you don heavy armor. You can also dismiss your soulbow at any time (no action required). While your soulbow is active, you gain the following benefits: You shed bright light in a 20-foot radius and dim light for an additional 30 feet. Additionally, you can detect any invisible creature within your bright light area. Your ranged weapon attacks pierce through other targets. If you successfully hit a target, your projectile travels through their body in a straight line for an additional 10 feet. If it strikes another hostile creature, and exceeds its AC (using the original attack roll), it takes force damage equal to your Charisma modifier (minimum of 1) You gain a bonus to any Wisdom saving throw you make against being charmed or frightened. The bonus equals your Charisma modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Ethereal Shots 3rd-level Soulbow feature Unless a magical arrow is loaded into the bow, your soulbow creates its own ammunition, which disappears after it hits or misses your target. Additionally, once during each of your turns when you hit with an attack roll, you can deal extra force damage to the target equal to your Charisma modifier (minimum of 1). Spectral Arrowheads 7th-level Soulbow feature You gain a number of soul fragments equal to your proficiency bonus, which can be used to give you additional resources in combat to exploit your enemies' weaknesses. You regain all expended soul fragments when you finish a short or long rest. When you reach 10th level, the number of soul fragments increases to twice your proficiency bonus. Once per turn, when you hit a creature with a ranged weapon attack, you can expend one soul fragment, causing one of the following effects to take place on your target: The target takes an additional 1d6 force damage, and it must make a Strength saving throw or be pushed 10 feet in a straight line and fall prone. If the creature is concentrating on a spell, it must subtract 1d6 from the saving throw it makes to maintain its concentration. Your attack ignores any bonus to AC provided by half, three-quarters, or total cover, as long as you can see or know the location where the target you are shooting at is. The target must make a Constitution saving throw or lose resistance to a damage type of your choice until the start of your next turn. Interplanar Step 10th-level Soulbow feature Your innate connection with the Ethereal Plane allows you to blink between planes. When you use your action surge or second wind features, you can teleport to an unoccupied space within 15 feet of you as part of the same action. Soul Binding 15th-level Soulbow feature When you are hit by a creature within 60 feet of you, you can use your reaction to bind your living essence directly to theirs. The creature must make a Charisma saving throw or have both of your soul threads linked for 1 minute. As a free action if you receive damage in the same turn this feature is used, or as a reaction on each of your following turns, you can expend one of your soul fragments to deal to the creature bound to you force damage equal to half the damage you receive. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. Unrelenting Aim 18th-level Soulbow feature While your soulbow is conjured, your ranged weapon attacks score a critical hit on a roll of 19 or 20. Additionally, when you do so, the creature must make a Constitution saving throw, from which it must subtract a number equal to your Charisma modifier (minimum of 1). On a fail, the creature takes one level of exhaustion (up to a maximum of 5). The save DC for class features is 8 + proficiency bonus + Charisma modifier


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