Jul 21, 2018  I am currently building a new arcane tradition for the wizard class of d&d 5e. In this arcane tradition, you use the Spell Point variant rules, detailed in the. Mar 04, 2015  Hey folks, this D&D 5e tutorial shows you how to convert your D&D 5e game from spell slots to spell points or mana. These optional rules are on pages 288-289 of the D&D 5e Dungeon Master's Guide. Feb 16, 2019  The acronym “DMG” refers to the Dungeon Master’s Guide. The phrase “DMG Aasimar” refers to the version of the Aasimar race that is printed in the Dungeon Master’s Guide as an example of a new/custom race, as opposed to versions of the Aasimar that. Sep 05, 2017  D&D 3e/3.5e/d20; Spell Points Variant. These are set spells (or fixed spells) and cost the amount that is shown on page 289 of the DMG. The other spells, the ones that have not been memorized can still be cast, but the cost is at twice the amount listed on page 288 of the DMG, these are what I call free magics. Spell Point Variant.

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  6. D. B. Sweeney
  7. D'angelo Russell
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5e Homebrew rule: Getting rid of spell slots.
Hello! Basically I don't enjoy spell slots. I always have never enjoyed them. I think they are an outdated restriction that harkens back to the days of old D&D. Times have changed, and I believe that the people deserve a better spell casting system. I have seen various 'spell point' systems, and while they are good at making casters more versatile. But this adds versatility without adding much hindrance. I still want something different.
What I've done is converted my favorite casting model from any D&D: 3e Epic level handbook's, 1d20 DC based spell system and converted it for the current D&D 5e ruleset. Currently this is still a work in process, but the idea is that every time you want to cast a prepared spell, not cantrips, the player rolls their casting ability modifier as a save against a DC of 8+the spell's level for a 'spellcasting roll'. Increasing the spellcasting roll's difficulty is as easy as changing the base DC to 9 or 10. I used 8 as the base because a level 1 spell for a caster class, who often has +3 modifier gives a level 1 spell a 75% chance of success. The chance of failure at 25% is a comfortable place for a level 1 spell in my mind. This spell system is only limited by the spells that the caster knows. A caster could cast a spell at a higher level by increasing the DC of the spell, this makes spellcasting especially interesting to me since there is a definable risk/reward system for casting a spell at a higher level but could do so at any level. I really like that.
Example: A wizard with an Intelligence of 16 trying to cast a 1st level spell would be, 1d20+3 vs. DC 9 (8+1).
Example: A cure wounds spell cast at level 3 would have a DC of 8+3=11 instead of the level 1 version 8+1=9.
A new mechanical condition called 'spell fizzle' accompanies this rule change. A spell fizzle happens when a caster attempts to cast a spell and fails to overcome the DC. The caster may attempt to cast their known spells, however if they fail the DC on one of the spells they know, then that spell cannot be attempted until the spell fizzle is cleared. During a short rest spell fizzles may be cleared equal to the caster's total level in spell levels of fizzled spells. A long rest clears all spell fizzles.
Example: A bard knows 4 spells at level 1. Say Gwendo the level 1 Bard who has 14 charisma knows Charm Person, Cure Wounds, Faerie Fire, and Identify. During battle she attempts to cast cure wounds on a wounded ally. She would roll d20+2 (her ability modifier), against a DC of 9 (8 + the spell's level), let's say for the sake of the example she rolled a 7 total. Not high enough, the spell fizzles, the effects do not happen, now she is unable to cast the Cure Wounds spell until she clears the spell fizzle with a short or long rest, and if Gwendo fizzles on multiple spells since she is only level 1 then on a short rest she would only have the option to clear one level of the spell fizzles.
I know this will make character magic a bit more powerful, but the effects of failure are quite hindering, especially if multiple spells are fizzled the caster might find that they are without spells to cast. I feel like in practice this rule would really capture the feel of magical casting without adding the arbitrary limitation of spell slots, which I have always felt that they are a strange limitation in a world flowing with magic.
Some notes on changes:
Ritual Casting spells do not have a chance for spell fizzle, thus the caster does not need to roll against the DC of the spell. The caster simply casts the spell, and gains its effects.
Many class features also change with this system and I will do my best to address each of them appropriately. Each Class Feature that can spend spell slots also has the chance to fizzle, and suffers the same penalties as if it were a spell that fizzled.

  • Druid Natural Recovery, During a short rest, you choose additional fizzled spells to recover equal to or less than half your druid level, and none of the spells may be 6th level or higher. (round up).
  • Druid Combat Wild Shape, While you are transformed by Wild Shape, you can use a bonus action to make a spell cast roll to regain 1d8 hit points per level of the spell.
  • Paladin Divine Smite, when you hit a creature with a melee weapon attack, you can make a spell cast roll to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for the initial spell cast roll, plus 1d8 for each spell level attempted higher than the first spell level, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
  • Ranger Primeval Awareness, you can use your action and make a spell cast roll to focus your awareness on a the region around you. For 1 minute per level of the spell cast roll, you can sense whether the following types of creatures are present within 1 mile of you..
  • Rogue Spell Thief, For the next 8 hours, you know the spell and can cast it using your spell casting roll.
  • Sorcerer Flexible casting; Creating spell slots, You can transform unexpended sorcery points into one cast spell which bypasses the casting roll as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating the spell by level. You can cast spells no higher than 5th level.
  • Sorcerer Flexible casting; Converting a Spell Slot to Sorcery Points = Converting a Spell to Sorcery Points, As a bonus action on your turn, you can force a spell fizzle on a spell and gain a number of sorcery points equal to the spell's level.
  • Warlock Pact Magic; Spell Slots, You regain all fizzled spells when you finish a short or long rest. (As opposed to every other class's spell slots entry that only recover all spell fizzles on long rests).
  • Warlock Mystic Arcanum, You can cast your arcanum spell once without making a spell cast roll. You must finish a long rest before you can do so again.
  • Warlock Eldritch Master, you can draw on your inner reserve of mystical power while entreating your patron to restore fizzled spells. You can spend 1 minute entreating your patron for aid to regain all your fizzled spells from your Pact Magic feature. Once you regain your fizzled spells with this feature, you must finish a long rest before you can do so again.
  • Wizard Arcane Recovery, Once per day when you finish a short rest, you can choose additional fizzled spells to recover equal to or less than half your wizard level, and none of the fizzled spells can be 6th level or higher.
  • Wizard Spell Mastery, You can cast those spells at their lowest level without making a spell casting roll when you have them prepared. If you want to cast either spell at a higher level, you must make a spell casting roll at the higher level as normal.
  • Wizard Signature Spells, ..and you can cast each of them once at 3rd level without making a spell casting roll. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must make a spell casting roll at the higher level as normal.
  • Wizard Expert Divination, When you cast a divination spell of 2nd level or higher using a spell casting roll, you regain one fizzled spell. The spell you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
  • Wizard Shapechanger, You can cast polymorph without making a spell casting roll.. ..though you can still cast it normally using a spell casting roll.
I know many people enjoy the spell slot system, and would not agree to changing it. But I am looking for some constructive criticism for this homebrew rule I've wrangled up. Thanks!

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  • 1Arcane Archer
    • 1.2Class Features

Arcane Archer[edit]

An arcane archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Creating an Arcane Archer[edit]

What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.

Quick Build

You can make a arcane archer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Constitution is a good stat as well. Second, choose the folk hero background.

Class Features

As a Arcane Archer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Arcane Archer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Arcane Archer level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Daggers, Shortswords, Bows, Crossbows
Tools: None
Saving Throws:Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, Survival, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A longbow and a quiver of 20 arrows or (b) A heavy crossbow and a quiver of 20 bolts
  • (a) A Hide or (b) studded leather armor
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Arcane Archer

LevelProficiency
Bonus
FeaturesMana Points
1st+2Fighting Style,Conjured Bow & Arrows-
2nd+2Magic Senses,Mana Points2
3rd+2Magic Marksman, Arcane Invocations3
4th+2Ability Score Improvement4
5th+3Extra Attack, Arcane Invocations +15
6th+3Magic Marksman feature6
7th+3Volley, Meditation7
8th+3Ability Score Improvement8
9th+4Meticulous Observer9
10th+4Magic Marksman feature, Arcane Invocations +210
11th+4Fighting Style (2)11
12th+4Ability Score Improvement, Meditation (2)12
13th+5Archer's Luck13
14th+5Cowardly Gains, Magic Marksman feature14
15th+5Arcane Invocations +315
16th+5Ability Score Improvement, Destructive Aim16
17th+6Foe Slayer,Meditation (3)17
18th+618
19th+6Ability Score Improvement19
20th+6Eagle Eye20


Fighting Style[edit]

At 1st level and again at 11th level, you may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.

Defense

While you are wearing light or meduim armor, you gain a +1 bonus to AC.

Piercing Shot

You gain a +1 bonus to damage rolls you make with ranged weapons.

Conjured Bows & Arrows[edit]

At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure a longbow & 20 nonmagical arrows. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage, and the Bow dmg increase from 1d8 to 1d10.

Mana Points[edit]

At 2nd level, you unlock a way of using your learned Arcane abilities. Mana points (MP) is consumed when using class features, and can be restored after completing a long rest. The number of points you have is equal to the points shown in the Mana Points column of the Arcane Archer table.

Magic Senses[edit]

At 2nd level, you can add an additional dmg dice whenever you make a ranged attack & you can add your prof. bonus to your Initiative rolls.

Starting at Higher Levels in D&D 5th Edition Starting at Higher Levels in D&D 5th Edition This is a more liniar progression table based on the Starting equipment table in DMG page 38 'High Magic Campaign' You always start with the normal Starting Equipment as per selected Class, race and Bachground regardless of level. Aug 28, 2017  Dungeon Master's Guide Monster Manual Basic Rules. DMG pg 38 in case anyone was wondering. D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. And other countries. ©2020 Wizards. For new DM’s there is a table in the DMG on pg 38 to help you determine the starting equipment. This will change many of your bonuses for the ability score improvements (if you start at 4th level or above). Back-cover text: ENTERTAIN AND INSPIRE YOUR PLAYERS The Dungeon Master's Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you'll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items,. D&d dmg 5e pdf. D&D 5e Dungeon Master's Guide (colored).

Magic Marksman[edit]

At 3rd level, you gain an subclass from Magic Bowman. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.

Arcane Invocations[edit]

In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects.

At 3rd level, you gain two Arcane Invocations of your choice. Your invocation options are detailed at the end of the class description. You gain an additional Arcane Invocation 5th, 10th & 15th level.

You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.

Ability Score Improvement[edit]

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 choice by 1. As normal you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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Volley[edit]

Beginning at 7th level, you can use your action to make a ranged attack against any number of creatures within 30 feet of a point you can see within your weapon's range. You must have ammunition for each target as normal, and you make a separate attack roll for each target. Each use of this feature costs 3 MP.

Meditation[edit]

Starting at 7th level, you can use your bonus action to regain Mana Points equal to your Intelligence modifier. You are only able to use this feature once per short or long rest. Gain additional usage at level 12th & 17th. In addition to that u can do out of combat meditation to regain mana points. For every 10 min. meditation you regain 1 Mana Point.

Meticulous Observer[edit]

Beginning at 9th level, before you make a Saving Throw you can use 1 MP to have adventage on that Saving Throw.

Archer's Luck[edit]

When you reach 13th level, when you roll a 1 or a 2 for an attack roll, ability check, or saving throw, you can reroll the die once. However, If you roll a 1 or a 2 on the damage die for a ranged weapon attack, you can expend 1 MP per reroll.

Cowardly Gains[edit]

At the 14th level, you become great at just fading away out of sight. As a bonus action, you can now use the Hide action. In addition, you gain proficiency in the Dexterity (Stealth) skill. If you are already proficient in this skill, double your proficiency bonus.

Destructive Aim[edit]

At the 16th level, your ability to use a bow becomes worrying for your foes. Whenever you roll a 19 or 20 on a Att. roll it is a critical hit.

Foe Slayer[edit]

At 17th level, you become an unparalleled hunter. Once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Eagle Eye[edit]

When you reach 20th level, your Dexterity score increases by 4. Your maximum for this score is now 24. In addition, you may never have disadvantage on attack rolls with ranged weapons and your ranged attacks are criticals on 18-20.

Magic Bowman[edit]

Magic bowman are a unique group, despite using bows and other ranged weapons, they prefer to augment they abilities with magic, often leading to deadly combination for foes who fight them.

Magic Bow[edit]

By 3rd level, your magic has started to seep into the bows you wield, making them fire projectiles faster. Your ranged attacks now deal additional damage equal to half your Intelligence modifier, rounded up.

Targeting[edit]

By 6th level, you have learned how to calm yourself and ready your attacks against a target. As a bonus action, you may focus on a target within sight. Until the start of your next turn, you have advantage on ranged attack rolls against the target and your ranged weapon attacks deal additional damage equal to your proficiency bonus. You can use Targeting only on one enemy at once, and if the first target dies you can chose another one.

Enchanted Projectiles[edit]

By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to Armor Class through magic. Additionally, your ranged attacks now deal additional damage equal to your Intelligence modifier instead of half your Intelligence modifier.

Magical Sniper[edit]

By 14th level, you can hone in on your targets no matter how difficult the shot. You gain a +1 bonus to attack and damage rolls with ranged weapons and attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Arcane Invocations List[edit]

If an arcane invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

— Arrow Return (Cantrip)

As a bonus action, you may return a magical arrow you fired from the enemys body and he takes 1d6 magical dmg for each arrow that returns.

— Bolt (1MP)

As a reaction, you may shock a creature that has hit you with a melee attack. This creature must succeed a Constitution saving throw versus your spell save DC er take 2d8 lightning damage, half if succeed. You can increase the dmg of this invocation using a additional MP and the damage increases by 1d8 for each MP.

— Brute Bane Arrow (2MP)

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As an bonus action, you charge an arrow with necromantic magic. On hit, the target must success a Constitution saving throw equal to your spell save DC or take 3d10 necrotic damage and he will have disadvantage on Constitution saving throws until the start of your next turn. On success he only takes half of the dmg and doesn't have disadvantage on Constitution saving throws. You can increase the dmg of this invocation using a additional MP and the damage increases by 1d10 for each MP.

— Bursting Shot (1MP)

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As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage. You can increase the dmg of this invocation using a additional MP and the damage increases by 1d8 for each MP.

— Defensive Shot (1MP)

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As a bonus action, you may use abjuration magic to weave a charm that disrupts your enemy’s magic. If your next ranged attack roll hits, the target suffers disadvantage on the next attack roll it makes before the start of your next turn.

— Piercing Shot (2MP)

As an action, you may fire an ethereal arrow that passes through foes and obstacles. This arrow fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a Dexterity saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. You can increase the dmg of this invocation using a additional MP and the damage increases by 1d10 for each MP.

- Quick Shot, Concentration(1MP)

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You unleash a surge of energy within you, allowing you to temporarily act faster. If you took the Attack action on your turn, you may move 10 feet and make a ranged weapon attack against a creature within 30 feet of you as a bonus action.

— Searing Shot (1MP)

As a bonus action, you may enchant your ranged weapon attacks. On your next ranged weapon that hits, the ammo flares with white-hot intensitity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a Constitution saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using a spell slot of 2th level or higher, both instances of damage increase by 1d8 for each slot level above 1st.You can increase the dmg of both instances of damage by 1d8 for each additional MP you use.

— Thicket Shot (2MP)

D. B. Sweeney

As a bonus action, you charge an arrow with poisonous nature energy that wraps around the target.On hit, the target must success a Constitution saving throw equal to your spell save DC or take 3d6 poison damage, and have its speed is reduced to 0 for 1 minute. If the target or a creature within 5 feet of it, uses an action to remove the brambles with a successful Strength (Athletics) check against your spell save DC, the creature's base move speed is not reduced anymore. You can increase the dmg of this invocation using a additional MP and the damage increases by 2d6 for each MP.

— Windy Rebuke (1MP)

As a reaction, you may attempt to push any Large or smaller creature that moves within 5 feet of you. This creature must make a Strength saving throw versus your spell save DC or take 3d4 force damage and be pushed away 10 feet away from you. You can increase the dmg of this invocation using a additional MP and the damage increases by 2d4 for each MP.

D'angelo Russell

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: Intelligence 13 and Dexterity 13.

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Proficiency. When you multiclass into the arcane archer class, you gain the following proficiencies: martial weapons and one arcane archer skill.

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