Fey Snipescholar UA: A Homebrew subclass that dares to ask, 'how can a gish be spood?'
New class: Fey Snipescholar
Fey Snipescholar
Hit Points
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ProficienciesArmor: Light & Medium armor and Shields
Weapons: Simple weapons & Ranged Martial weapons
Tools: scribe's tools
Saving Throws: Intelligence, Dexterity
Skills: Choose 2 from Arcana, Deception, History, Investigation, Nature, Persuasion, Stealth, and Survival.
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Starting EquipmentYou start with 100 gp to buy your own equipment. |
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MulticlassingAbility Score Minimum: Dexterity 13 & Intelligence 13
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Lv 1: Ancient Weaponry
Lv 1: Ammo Touch
Ammo Touches:
Banishing Touch (Abjuration, 1st level).
You use abjuration magic to try to temporarily banish your target to a
harmless location in the Feywild. The creature hit by the attack must
also succeed on a Charisma saving throw or be banished. While banished
in this way, the target's speed is 0, and 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.
Wild Power: Increase the number of turns the target must end to end the effect by 1.
Black Hole Touch (Evocation, 5th level). Your
attack is filled with such incredibly dangerous evocation magic that it
damages the fabric of reality to cause a magical black hole to appear
in the target's space. The size of the black hole equals the target's.
Immediately
when this black hole appears and at the start of each of your turns,
creatures within 40 feet of the black hole must succeed on a Strength
saving throw, the DC of which equals your spell save DC + 10 - the
distance between the target and the black hole.
On a failed save,
the target is sucked in along with anything its wearing or carrying.
Anything which enters the black hole is immediately destroyed, including
non-tangible things like magical forces and souls.
A creature which has another creature grappled can force the grappled creature to make the above saving throw.
The black hole disappears after 1 minute.
Blink Dog's Touch (Conjuration, 2nd level). Conjuration
magic summons a spectral Blink Dog for a moment. You can use this Touch
immediate before making an attack roll. Your attack roll isn't made
with Disadvantage if it normally would be, and you gain blindsight in a 30 feet radius until the end of your next turn. If the attack hits, then you can teleport immediately after the damage roll to a location within 30 feet of you.
Wild Power: Increase the radius of the blindsight and the distance of the the teleportation by 10 feet each.
Bugbear's Stalking Touch (Divination, 2nd level). You
imbue the attack with Divination magic to err the aim of a shot that
missed. You can use this Touch when you miss with an attack roll. The
attack roll gains a bonus equal to your Dexterity modifier, potentially causing it to hit.
Wild Power: Add your Dexterity modifier to the bonus again.
Wild Power: Increase the width of the Line by 5 foot.
Chronal Touch (Dunamancy, 3rd level). The dunamancy magic you imbue in your Ammo lets the Ammo literally
pierce through time. You
manifest an Echo of yourself within 5 feet of the target. See Echo
Knight's Manifest Echo for the rules on this Echo. The Echo disappears
after 10 minutes if it hasn't already disappeared by then.
Wild Power: When
you make an attack roll with an Opportunity Attack you're making thanks
to the Echo, add 1d6 to the attack and damage rolls.
Dreadful Touch (Illusion, 4th level). A
horrific illusion distracts the target's defenses, allowing you to get
another horrific attack in.You can immediately make another attack
against the target this turn. You can't apply any Touches to
this attack, though you can you cast a Bedazzling Spell with it.
Wild Power: Increase the number of additional attacks granted by 1.
Dryad's Silencing Touch (Abjuration, 1st level). You
use abjuration magic to camouflage the arrow like a dryad camouflages
itself. You gain the
Invisible condition for 1 minute or until immediately after you deal damage.
Wild Power: The
maximum duration of this Invisible condition increases by 10. Whenever you
would lose the condition, you can remove 5 minutes of the duration to
prevent that from happening.
Eladrin's Transporting Ammo (Conjuration, 1st level). Conjuration magic transports you to a location you can see within 30 feet of the target. You can then use one of the following additional effects, provided you have a spell of the mentioned school of magic in your Spell Tome (malnourished spells don't count).
- Autumn's Allure (Enchantment):whenever the target makes an attack roll against you or force you to make a saving throw before the end of your next turn, it must roll 1d6 and subtract the result from the attack roll or the save DC.
- Spring's Safety (Abjuration): You gain Advantage on saving throws against magical effects until the end of your next turn.
- Summer's Scorch (Evocation): Creatures (including the target but excluding you) within 30 feet of you must succeed on a Dexterity saving throw, taking Fire damage equal to a roll of your Snipe Die on a failure, or half as much on a success.
- Winter's Woods (Illusion): You force the target to make an Intelligence saving throw. On a failed save, the target becomes Frightened and takes Cold damage equal to a roll of your Snipe Die at the start of each of your turns. The target can repeat the save at the end of each of its turns. ending the effect on itself on a success.
Wild Power: You can select an additional effect. If you're already selecting all four effects, you can select an effect more than once, stacking the effects.
Elf's Tricking Ammo (Illusion, 1st level). Illusory magic causes an fake illusion arrow to appear, which tricks the target into guarding against that arrow. You can use this Touch immediately before making an attack roll. When you make that attack roll, you can roll an additional d20 and use its result rather than any other d20's you roll to determine if the attack hits. If you hit the attack roll, the target takes your Snipe Die damage twice if you didn't use the additional d20.
Wild Power: Add another roll of your Snipe Die to the damage if you don't use the additional d20.
Goblin's Nimble Ammo (Transmutation, 1st level). Studying
Goblin lore has taught you how to use the school of Transmutation to
nimbly escape out of a tricky situation.Until the end of this turn, your
speed doubles, and you can take the Disengage or Dash action as a Bonus
Action.
Wild Power: Multiple
the speed doubling by two. The multiplication is cumulative: for
example, applying this Wild Power 3 times would result in your speed
being multiplied by 2 ^ 4 = 16.
Wild Power: Add 10 to the speed reduction and your Dexterity modifier to the slashing damage and Strength (Athletics) check's DC.
Gravital Touch (Dunamancy, 4th level). You infuse dunamancy magic into the Ammo to
temporarily give it an incredibly strong gravitational pull. Creatures
of your choice, up to a number equal to your Intelligence modifier,
within 15 feet of the target must succeed on a Strength saving throw, or
take 2d6 bludgeoning damage and be pulled into the target as close as
possible, colliding with the target if possible. The target takes 1d6
bludgeoning damage per creature which collides with the target.
Wild Power: Double any bludgeoning damage dealt by this Touch. The multiplication is cumulative.
Hat Ammo (Enchantment, 2nd level). The Touch applies a leeching hat to the target filled with enchantment magic to pierce the mind. The target takes 2d6 Piercing damage as the Hat pierces its skull, and the target must succeed on a Charisma saving throw, or your physical body and anything you're wearing or carrying is whisked away until this effect ends, and you possess the target for up to 1 minute, as if you had targeted it with the Magic Jar spell. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
The hat is an object with AC and HP equal to
your Intelligence score and is immune to Psychic damage.This effect ends
early if the hat is destroyed.
Wild Power: Increase the hat's AC and HP by 2 each and the piercing damage dealt by 2d6.
Hobgoblin's Disguising Touch (Illusion, 3rd level). You use Illusion magic to immediately cast the Disguise Self spell on yourself. The duration is 1 minute when cast this way. Until the spell ends, you gain one of the below benefits:
- Authority: Your form exerts immense authority and leadership, granting your allies Advantage on attack rolls and saving throw while within 10 feet of you.
- Shadow: Your form is difficult to comprehend and keeps shifting. You have Advantage on Dexterity (Stealth) checks, and attack rolls against you have Disadvantage unless the attacker can see you with its Truesight.
- Warlord: Your form is an intimidating presence to your enemies. You have Advantage on Charisma (Intimidation) checks, and attack rolls against you and allies within 10 feet of you have a 1d4 penalty.
Wild Power: You gain an additional benefit. If you're already applying all three effects, then your Warlord effect adds an additional 1d4 to the penalty.
Piercing Touch (Transmutation, 2nd level). You use transmutation magic to give your attack an ethereal quality. Draw
a 5 foot wide Line originating from you with the target of the attack
in it. the
Line can be as long as the long range of the weapon you use. Creatures
except you and in the Line must succeed on a Dexterity saving throw or
take piercing damage equal to three rolls of your Snipe Die on a failed
save, or half as much damage on a successful save. The target of the
attack automatically succeeds on the save.
Wild Power: Increase the width of the line by 10.
Rotting Touch (Necromancy, 2nd level). Necromancy magic makes the Ammo rot
the internal organs of the target. The target takes Necrotic damage
equal to a roll of your Snipe Die at the end of each of its turns until
it takes an action to make a
Constitution check against your spell save DC and succeeds on the check.
a Lesser Restoration spell or similar magic ends this effect early.
Wild Power: Increase the DC of the Constitution check by 3 and the damage on a failed check by 10.
Worg's Wrath Ammo (Necromany, 3rd level). If the attack dies as a result of the attack or this Touch, it transforms into a Worg that's an undead creature instead of a fey creature. The Worg's turns are immediately after yours. The Worg relentlessly chases and attacks the a creature you appoint when you create it, and only that creature. The Worg disappears when it or the appointed creature dies or 1 minute passes.
Wild Power: The Worg gains a +1 bonus to its attack and damage rolls and AC.
Lv 1: Bedazzling Magic
The Spell Tome:
Bedazzling Spells:
You can cast a spell you can cast from sources other than your Spell Tome with a Wonder Slot once.You can't do so again until you finish a Short or Long Rest. The spell's level can't exceed the level of the highest leveled spell in your Spell Tome. Features which consume spell slots also work this way.
Spellcasting Ability:
Intelligence is your spellcasting ability for your Fey Snipescholar spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Bedazzling Spell you cast and when making an attack roll with one.
Lv 2: Snipescholar Lore
Lv 5: Extra Attack
The number of attacks increases to three when you reach 20th level in this class.
Lv 7: Touch Adaptability
At 13th level, you can instead choose two damage types, and at 18th level, you can instead choose three. Force is never an option.
Lv 11: Expert Touch
Lv 13: Master in Fey Law
Lv 17: Great Scholar
Lv 18: Arch Touch
You can deal the Snipe Die damage you automatically deal upon using an Ammo Touch multiple times per turn, but only once per attack.Fey Snipescholar spell list
Level 1
- Bane
- Command
- Comprehend Languages
- Detect Magic
- Disguise Self
- Entangle
- Fog Cloud
- Guiding Bolt
- Hail of Thorns
- Hunter's Mark
- Identify
- Inflict Wounds
- Magic Missile
- Purify Food and Drink
- Searing Smite
- Speak With Animals
- Tasha's Caustic Brew
- Tasha's Hideous Laughter
- Thunderous Smite
- Thunderwave
- Wrathful Smite
- Zephyr Strike
Level 2
- Animal Messenger
- Beast Sense
- Darkness
- Iggwilv's Knock-Off Pestle
- Levitate
- Mirror Image
- Misty Step
- Phantasmal Force
- Rime's Binding Ice
- Satyr's Panpipes
- Shatter
- Silence
- Skulking Bee
- Spike Growth
- Suggestion
- Tasha's Mind Whip
- Web
Level 3
- Conjure Barrage [2024]
- Fear
- Fireball
- Meld Into Stone
- Speak With Dead
- Summon Fey
- Summon Shadowspawn
- Vampiric Touch
- Wall of Sand
- Water Breathing
- Water Walk
Level 4
- Banishment
- Conjure Minor Elemental
- Conjure Woodland Beings
- Dimension Door
- Divination
- Leomund's Tiny Hut
- Mordenkainen's Faithful Hound
- Mordenkainen's Private Sanctum
- Phantasmal Killer
- Shadow of Moil
- Sickening Radiance
- Wall of Fire
Level 5
- Banishing Smite
- Conjure Elemental
- Commune With Nature
- Danse Macabre
- Dawn
- Drill Through Mind
- Hallow
- Rary's Telepathic Bond
- Seeming
- Tree Stride
Fey Snipescholar subclasses
Scholar of Iggwilv, the Witch Queen
Lv 3: Tasha's Cauldron
- Cone: You can cause the spell to produce its effect in a Cone instead of a Line.
- Erode: Creatures affected by the spell lose Resistance and Immunity to acid damage.
- Move: As a Bonus action while the spell is active, you can move the area of effect by up to 10 feet and rotate it by up to 30 degrees.
- Sludge: When a creature affected by the spell takes the damage, its AC is also reduced by 2d4. This reduction last until the start of its next turn.
- Spread: When a creature affected by the spell takes acid damage from a source other than the spell, it takes an additional 5 damage.
- Relentless: Creatures who fail the save are still covered in acid, though the acid deals only half daamge.
Lv 3: Tasha's Heart
- Belly-Flop: The target exposes its belly, granting a bonus to attack rolls against it equal to your Intelligence modifier for the duration of the spell.
- You can select this effect multiple times, stacking the attack roll bonus.
- Bloody Hilarious: The target can't make another save when it takes damage.
- Charismatic Smirk: The saving throws this spell forces are Charisma instead of Wisdom.
- Contagious Laughter: When a creature that can hear the target starts a turn, you can force it to succeed on a Wisdom save against your spell save DC or gain the prone condition.
- Comedy-Horror: The target takes psychic damage equal to a roll of your Snipe Die whenever it fails a save against this spell.
- Nuisance: Creatures that can hear the target are so annoyed by its laughter, that for the duration of the spell they must subtract your Intelligence modifier for Constitution saving throws to maintain Concentration on their spells, and must immediate make such a DC 10 save if they're currently concentrating on a spell.
Lv 6: Tasha's Specter
Lv 9: Tasha's Great Knowledge
Lv 14: Archfey Arcanum: Tasha's True Specter
New spells
Drill Through Mind
A creature within range must succeed on a Wisdom saving throw, or you connect your brain to the target's brain to pierce the target's mind. This spell lasts an unobservably short amount of time physically speaking, but you experience this for up to 10 minutes mentally. During this mental time, you can perform any of the following activities. Bracketed is the amount of mental time performing the activity takes. The spell ends when all mental time is consumed or when you choose to end it.
- Alter Memory (7 minutes): You implant a memory lasting no longer than 1 minute into the targets brain. It must be placed so that the target thinks it's happened within the last hour. The target realizes the memory is fake after 1 hour.
- Bug (5 minutes): Until 1 hour in physical time passes, you can read the target's mind as if you have the Detect Thoughts spell cast on the target.
- Explore (1 minute): You wander through the target's mind. Roll 1d3 the following list to see what you encounter. If the DM can't give an answer to a discovery, then they're entitled to choose from the list or give you Inspiration.
- 1) Connection: You discover a creature the target has a deep relationship with, such as a childhood friend, a devil who owns their soul, or a loan shark the target is indebted to. You can remind them of this person as a Bonus Action once, which causes the target to have Disadvantage on attack rolls against you until the end of your next turn.
- 2) Doubt: You discover an uncertainty the target is struggling with. You can make a DC 15 Charisma (Persuasion) check. On a success, you can force the target to make a choice regarding the struggle. You choose which choice they make.
- 3) Fear: You discover a fear of the target. You can take a Bonus Action once to remind the target of their fear, causing them to shudder and have the frightened condition until the end of their next turn.
- Incognito (4 minutes): The target becomes completely unaware of you casting this spell on it.
- Question (2 minutes): You ask a question to the target and rummage through its mind to find its answer to the question. The question is truthfully answered to the best of the target's ability.
When the spell ends, the target takes a d8 of psychic damage per mental minute not consumed.
Using a Higher-Level Spell Slot. You have an additional 3 minutes of mental time for each spell slot level above 1.
Satyr's Panpipes
Creatures who can hear you and aren't you must
succeed on a Wisdom saving throw or suffer one of the following effects
of your choice (choose for all creatures as a group):
- Charming Melody: The creature is charmed by you for the duration. If you or any of your allies damage the creature, the effect on it ends immediately.
- Frightening Strain: The creature is frightened for the duration.
- Gentle Lullaby: The target
falls asleep for the duration and is unconscious while it's asleep this way. The effect ends if the
creature takes damage or if someone takes an action to shake the
creature awake.
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