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Martial Archetype
Spellslinger
A spellslinger studies a unique form of ranged combat first created by high elf archer-mages, who weaved spells into their bowshots. The magical shots of these elite warriors guarded their borders against monsters and marauders who borrowed or imitated their skills to create their own spellslingers. Such techniques are no longer secret, but they are esoteric, and this particular marriage of magic and precision remains effective wherever it goes.
Energized Attack
When you take this archetype at 3rd level, you can use your bonus action to force the effects of basic spells into your attacks. Choose between acid, cold, fire, force, lightning, necrotic, psychic, or thunder. The next time you hit with a ranged weapon attack before the end of your turn, the damage type of the attack changes to the type you chose.
Arcane Shots
Also at 3rd level, you can unleash special magical effects from your Energized Attacks. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you hit with an Energized Attack, you can apply one of your Arcane Shot options to that projectile (unless the specific shot has a different trigger). You decide to use the option when the projectile hits the creature, unless the option doesn't involve an attack roll. If the option does bonus damage, it deals the same damage type that you chose for that Energized Attack. You have a number of uses of this feature equal to 2 + your Intelligence modifier (a minimum of 3), and regain all uses at the end of a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach 7th, 10th, 15th, and 18th level in this class.
If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:
Arcane Shot save DC
If another one of your features requires a saving throw, it uses this save DC as well.
Lingering Enchantment
At 7th level, your magical powers linger in your ranged weapons. Your attacks with ranged weapons are considered magical for the purposes of overcoming damage resistances.
Bewitched Missile
Also at 7th level, you can direct an errant shot toward a new target. When you make an attack roll and miss, you can use a bonus action to reroll the attack and roll against a different target within 60 feet of the original target.
Magic Mortar
Starting at 10th level, when you hit with an Energized Attack you can deal an extra 2d6 damage of the same type and apply the corresponding effect from the list below. This extra damage increases to 4d6 at level 18. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a short or long rest.
Acid: The target takes half the damage it received from this attack at the end of its next turn.
Cold: The target's speed is halved until the end of its next turn.
Fire: The attack ignites any flammable object hit by it that isn't being worn or carried.
Force: The target is pushed up to 10 feet away from you.
Lightning: If the target is made of metal or wearing armor made from metal, you can roll the damage for the attack twice and use either result.
Necrotic: The target can't regain hit points until the start of your next turn.
Psychic: The target has disadvantage on the next attack roll it makes before the end of its next turn.
Thunder: The attack deals double damage to objects, structures, and constructs.
Arcane Hurricane
At 15th level, when you use your Action Surge, every ranged weapon attack you make during your extra action can be an Energized Attack, and applies the corresponding bonus from Magic Mortar without expending a use of that feature. Each attack roll can deal a different damage type.
Power Word: Blast
Beginning at 18th level, you can use your action to supercharge and release a single projectile. The projectile's path forms a line 120 feet long and 10 feet wide in a direction of your choice. Each creature in the line must make a Dexterity saving throw against your Arcane Shot save DC, taking 12d12 force damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.
Arcane Shot Options
Banishing Shot. You use abjuration magic to try to temporarily banish your target to a harmless demiplane. The creature hit by the attack must succeed on a Charisma saving throw or be banished. While banished in this way, it is incapacitated. 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.
Befouling Shot. Your enchantment magic causes this attack to temporarily terrify its target. The creature hit by the attack takes an extra 2d6 damage. The target must succeed on a Wisdom saving throw or be frightened of you until the start of your next turn.
Blinding Shot. You weave illusion magic into your attack, creating a brilliant burst of elemental energy. The creature hit by the attack takes an extra 2d6 damage, and must succeed on a Constitution saving throw or be blinded until the start of your next turn.
Bursting Shot. You imbue your attack with power drawn from the school of evocation. Immediately after the attack hits the creature the projectile detonates. The target and all other creatures within 10 feet of it take 2d6 additional damage.
Grasping Shot. When this attack strikes its target, conjuration magic creates a mass of elemental chains around it. The creature hit by the attack takes an extra 2d6 damage, its speed is reduced by 10 feet, and it takes 2d6 damage the first time on each turn it moves 1 foot or more without teleporting. A creature can use its action to remove the chains from the target with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the chains last for 1 minute or until you use this option again.
Phasing Shot. You use transmutation magic to give your attack an ethereal quality. When you use this option, you don't make an attack roll. Instead, the attack shoots forward in a line 1 foot wide and 30 feet long. The attack passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the attack, plus an extra 1d6 damage. On a successful save, a target takes half as much damage.
Ricocheting Shot. Using divination magic, you know where to aim so the projectile strikes multiple targets. When you use this option, you don't make an attack roll. Instead, choose up to three targets you can see within range. Each target must be within 30 feet of at least one other target. The projectile flies toward one of the targets, moving around corners if necessary, and ignores all but total cover. After striking the target, it flies towards and strikes the other two. Each target must make a Dexterity saving throw, taking damage as if it were hit by the projectile on a failed save, or half as much damage on a success.
Weakening Shot. You weave necromantic magic into your attack. The creature hit by the attack takes an extra 2d6 damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
Elements and Effects
Take a moment to describe how an Arcane Shot interacts with the damage type of Energized Attacks. For example, for a Phasing Shot energized with lightning, you can describe the shot as a bolt of electricity that streaks from your weapon through each enemy. If you want, think of a signature combination your character is particularly proud of. Be inventive, and play up the sudden, unexpected tricks your character might create.
The Hunt, Patrycja Wójcik