Fey Snipescholar UA: A Homebrew subclass that dares to ask, 'how can a gish be spood?'

 

New class: Fey Snipescholar


 

 
Arcane Archery is an ancient art of war dating back to the era of the Feywild when the Elves could still shape-shift. Having long been nearly entirely forgotten by scholars, it is the brightest students of the art of war that study this art to not only be able to replicate it, but make it far greater than it ever was. These scholars are called Fey Snipescholars: praised for their care in approaching fickle Fey lore, and feared for their viciously effective practical application.
Arcane Archer Fighters are amateurish-at-best modern knock-off of true Arcane Archery with a far more limited ability to produce magical ammunition, but a recent interest in the art has led to Fey Snipescholars from the Fah'm A'draad University making brave efforts to explore and document the Feywild's intense magic starting a rennaissance in the art of Arcane Archery.
 

Fey Snipescholar

Hit Points


Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Fey Snipescholar level after 1st

Proficiencies

Armor: 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, HistoryInvestigation, Nature, Persuasion, Stealth, and Survival.
 

Starting Equipment

You start with 100 gp to buy your own equipment. 

Multiclassing

Ability Score Minimum: Dexterity 13 & Intelligence 13

Level Prof. Bonus Features
Spells in Tome

Max Spell Level
Snipe Die
1st                       +2 Ancient Weaponry, Ammo Touch, Bedazzling Magic
2
1st1d4
2nd     +2
Fey Lore, Grand Ammo

3
1st1d6
3rd      +2Fey of Study
4
1st1d8
4th +2 ASI
5
1st1d10
5th         +3 Extra Attack (1)
6
2nd1d12
6th +3
Fey of Study feature

7
2nd2d6
7th +3 Touch Adaptability
8
2nd2d8
8th +3
ASI, Secret Fey Lore

9
2nd2d10
9th +4 Fey of Study feature
9
3rd2d12
10th +4
ASI

10
3rd3d6
11th +4
Expert Touch

10
3rd3d8
12th +4
ASI

11
3rd3d10
13th +5
Master in Fey Law

11
4th3d12
14th +5
Fey of Study feature

12
4th4d6
15th +5
Additional Touch Adaptability

12
4th4d8
16th +5
ASI

13
4th4d10
17th +6
Great Scholar

14
5th4d12
18th +6 Power Touch
14
5th4d20
19th +6
ASI

15
5th5d20
20th +6
Extra Attack (2)

17
5th6d20

Lv 1: Ancient Weaponry

Ranged weapons and magical melee weapons are considered Ancient Weapons for you. 
Ancient Weapons have the Finesse property and are considered both melee and ranged weapons for the purposes of your spells. 
 
You can add your Intelligence modifier to the attack roll of an attack you make with an Ancient Weapon. You must do so before making the roll. When you do so, subtract 2 damage from the damage dealt if the attack hits unless the attack is a Critical Hit. 
 
Whenever you deal damage with an Ancient Weapon, you can change the damage type of the weapon to force for that attack.
 

Lv 1: Ammo Touch

When you finish a Long Rest, you can select any spells in your Spell Tome. The selected spells are malnourished: you can't cast those spells in any way from your Spell Tome. You can revert any malnourished spells back to normal when you finish a Long Rest.
 
A malnourished spell serves as soil for your Touches. Below is a list of Touches, which mention one school of magic as well as a minimum level in brackets next to the name of the Touch. If a malnourished spell is from the same school as the Touch and of a level equal to or greater than the specified level, you can plant the Ammo Touch on the malnourished spell. From there on, until you revert the malnourished spell back to normal, you can use the Ammo Touch following these rules:
  
Application: Once per turn when you hit with an attack made with an Ancient Weapon, you can apply one Basic Arcane Touch you know to the target of the attack. Unless otherwise specified, you can apply the Touch immediately before making the damage roll against the target.
Save DC: If the Basic Ammo Touch requires a saving throw, the DC equals your Fey Snipescholar spell save DC. 
Snipe Die: Add your Snipe Die do the damage roll of an attack you applied an Ammo Touch to. The size of the Snipe Die is shown in the Fey Snipescholar table. The damage is type is force.
Spells: If an Ammo Touch applies a spell, then you must have the spell in your Spell Tome to use the part of the Touch which casts the spell. Don't expend a Wonder Slot when casting a spell this way.
Usage Limit: You can apply a Basic Arcane Ammo a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a Short or Long Rest. 
You can also restore uses by expending a Wonder slot. The number of restored uses equal a third of your Fey Snipescholar level rounded up.
Wild Power: If the spell you plant an Ammo Touch on is of a greater level than the minimum of the Touch, you can apply the Wild Power benefit of the Touch a number of times equal to how many levels the spell's level is greater than the minimum of the Touch, whenever you use the Touch. For example, if you plant Blink Dog's Touch (a 2nd level Touch) on the Conjure Woodland Beings spell (a 4th level spell), the Touch's blindsight radius and teleportation distance would both be 30 + 10 * 2 = 50 feet.

Ammo Touches:

(Purple Touches are modified version of XGtE's Arcane Shot options. Green Touches are modified versions of Arcane shot options from my Arcane Archer brew (some of which I chose to rework into spells). Golden Touches are new 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.

Beguiling Touch (Enchantment, 1st level). Your enchantment magic causes this attack to temporarily beguile its target. You can cast Command or Suggestion on the target. If you cast the latter, you can appoint a creature within 30 feet of the target to concentrate on the spell instead of you.
Wild Power: Increase the spell's level by 1. 

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.

Bursting Touch (Evocation, 1st level). You imbue your Touch with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the Ammo hits the creature, the target and all other creatures within 10 feet of it each take force damage equal to a roll of your Snipe Die (this is in addition to the Snipe Die damage already dealt to the target by the damage roll).
Wild Power: Creatures who fail the roll also take force damage equal to your Fey Snipescholar level, and creatures who succeed take half as much force damage.
 
Centaur's Trailing Touch (Transmutation, 2st level)The Ammo is infused with Transmutation magic to turn the ground below the attack into an agonizing path. Draw a 10-foot wide Line between you and the target. The ground immediately below the Line becomes Difficult Terrain, and a creature which moves through the ground takes Piercing damage equal to half a roll of your Snipe Die for every 5 feet it travels on the ground. 
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.

Enfeebling Touch (Enchantment, 3rd level). You weave enchanting magic into your attack, compelling it to nap and drool as a baby. The target must also succeed on a Wisdom saving throw. On a successful save, it takes psychic damage equal to a roll of your Snipe Die. On a failed save, it gains the Charmed and Unconscious conditions for 1 minute. A creature can take an action to attempt to shake the target away, doing so with a successful Strength (Intimidation) check against your spell save DC. 
Wild Power: On a failed save, the target also produces a 5-foot radius aura of stupor, unless it already does so, in which case the aura's size increases by 10. Creatures in your choice in the aura of stupor must make a Wisdom saving throw against the same effect the target was just subjected to (they don't produce an aura of stupor on a failed save).

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.

Grasping Touch (Conjuration, 2nd level). When this attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The target's speed is reduced by 10 feet, and it takes slashing damage equal to your Snipe Die the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your spell save DC. Otherwise, the brambles last for 1 minute.
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.

Shadow Touch (Illusion, 1st level). You weave illusion magic into your Ammo, causing it to occlude your foe's vision with shadows. The creature hit by the touch takes your Snipe Die damage twice instead of once, and you can immediately cast either the Phantasmal Force or Phantasmal Killer spell on the target. 
 
Seeking Touch (Divination, 1st level). Using divination magic, you grant your attack the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The Ammo flies toward that creature, moving around corners if necessary and ignoring half-cover and three-quarter cover. If the target is within the weapon's range and there is a path large enough for the Ammo to travel to the target, the target must make a Dexterity saving throw. Otherwise, the Ammo disappears after traveling as far as it can. On a failed save, the target takes damage of the weapon's type equal to two rolls of your Snipe Die and you learn its current location. On a successful save, the target takes half as much damage, and you don't learn its location.
 
Supersonic Touch (Evocation, 3rd level). The target and creatures in a 10-foot radius centered on it must make a Strength saving throw against an explosively loud burst of noise. If the target fails the save, it takes thunder damage equal to a roll of your Snipe Die and is pushed 10 feet away from the target. If another creature fails the save, it takes the same thunder damage and is pushed 10 feet away from the target (From the position the target just left, if it was just pushed away). Any creature who succeeds takes half the thunder damage.
Wild Power: Increase both the distance pushed and the radius by 10 feet

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

You have crafted a magical book called a Spell Tome. It's filled with Feywild fairy tales, which grants you Advantage on Charisma checks against a creature if you spend at least 1 minute reading these tales to them. The tome has a smell of wonder and gloom, and the cover is encrusted with Feywild ores and looks however you wish it to look. The text in the book is magically illegible for anyone except you.
  

The Spell Tome: 

Spells contained: The Spell Tome contains spells of your choice from the Fey Snipescholar spell list. You can change one chosen spell when you finish a Long Rest to another spell from the list of the same level. 
The level of a chosen spell can't exceed the number shown in the Max Spell Level column in the Fey Snipescholar table. When.
The number of spells in the Tome equal to the number shown in the Spells Ìn Tome column of the Fey Snipescholar table. Whenever this number increases, add more spells, following the above conditions, to your Tome until the number of spells in your Tome matches the number shown in the Spells Prepared column.
Note that you can add a spell more than one time to your Spell Tome (which may be relevant for your Ammo Touch feature).
Invinsible and conjurable: Protected by beguiling abjuration magic, nothing short of a Wish spell can destroy the Spell Tome, and even a Wish only leaves it destroyed for 12 days, after which is grows back to how it was prior to destruction. You can an action to magically teleport the Tome into your hand, even from another plane.
Ritual Adept: You can cast a spell in your Spell Tome with the ritual tag as a ritual once, and you must finish a Short or Long Rest before you can do so again. Casting a spell this way makes the spell not be cast as a Bedazzling Spell. 
 

Bedazzling Spells:

You can only cast a spell gained from this feature immediately before or after dealing damage (your choice) as a result of hitting with an Ancient Weapon, ignoring the usual casting time and type of action normally required. You can't simultaneously cast a spell this way and add any Ammo Touch to the attack. 
 
Due to your magic being influenced by the Feywild, spells cast with this feature, as well as by any other Fey Snipescholar feature, are known as Bedazzling Spells, which follow the following modifications to normal spellcasting:
From Spell Tome: You can cast the spell if it's in your Spell Tome. 
Range: The range of the spell equals the long range of the Ancient Weapon used with the attack.
Spell level: The level the spell is cast at is equal to the highest level spell in your Spell Tome. 
Targetting: If the spell targets any number of creatures, but doesn't have a Range of Self, the target must be one of the targets of the spell (unless the target of the attack is an object) and is considered willing to the spell. If the spell produces an area of effect not centered on you, you must place the area of effect so that the target is included in it, if possible.
Wonder Slots: Bedazzling Spells aren't fueled by spell slots. Instead, you can cast a Bedazzling Spell by expending a Wonder Slot, which you have a number equal to your Intelligence modifier of. You regain all Wonder Slots after finishing a Short or Long Rest.
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.

Spell save DC = 8 + Intelligence modifier + Proficiency Bonus
Spell attack modifier = Intelligence modifier + Proficiency Bonus
 

Lv 2: Snipescholar Lore

Pixie Spells: You learn a Bard cantrip of your choice. You can change your choice when you finish a Long Rest. 
Once per turn when you make an attack with an Ancient Weapon, you can replace the attack with a casting of the chosen cantrip. Intelligence is your spellcasting modifier for this cantrip. This cantrip isn't cast as a Bedazzling Spell, and is entirely unrelated to your Spell Tome feature.
Betwixt body and the Courts: You can add your Intelligence modifier to checks you make with two skills of your choice due to your studies of the Feywild's courts having thought you the trickster's way of performing these skills. Stealth and Nature are recommended. 

Lv 5: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 20th level in this class.

Lv 7: Touch Adaptability

Choose a damage type that isn't force. You can change your choice when you finish a Short or Long Rest. When you deal damage of the chosen type with an Ammo Touch, you can either add halve your Fey Snipescholar level to the damage, the damage type of which is force, or gain resistance to the chosen type until the start of your next turn.

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

You can apply Touches multiple times per turn, but not more than once to the same attack. You can only deal the Snipe Die damage you automatically deal when you use a Touch once per turn and you can't use a particular Touch more than once per turn. 

Lv 13: Master in Fey Law

You have an academic understanding of the fundamental magic which governs the Feywild. You practically use this understanding, granting the following benefits:

Dunamancy: You add all dunamancy spells except Temporal Shunt and Sapping Sting to your spell list.
Right At Home: You gain a +10 bonus to checks while you're in the Feywild.

Lv 17: Great Scholar

Choose an Ammo Touch. You can use the chosen Touch without having to plant it on a spell and without having to expend uses of your Basic Ammo Touch feature. You can change this choice whenever you finish a Short or Long Rest.
 

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

Any academic mage knows of Iggwilv, the Witch Queen, daughter of Baba-Yaga, and revered and feared by many. Your studies go far, far deeper than most: you don't just study Iggwilv's spells, and don't even stop at understanding the fundamental Feywild magic her spells hide: you want to reverse-engineer just how Iggwilv managed to funnel Feywild magic into a spell, and have found contact closer to her than most through your research. 
Iggwilv — but please, call her Tasha — doesn't give her secrets out like candy. Prove yourself to be worthy of her lore by recovering great relics from the most dangerous corners of the multiverse.

Lv 3: Tasha's Cauldron

A nice albeit it brief meeting with Tasha resulted in her giving a peep into the true of Tasha's Caustic Brew.
When you cast the spell, you can modify it in one of the following ways, up to a number equal to your proficiency bonus: 
  • 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

Another spell you've been given a peep into is Tasha's Hideous Laughter.
When you cast the spell, you can modify it in one of the following ways, up to a number equal to your proficiency bonus: 
  • 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

Tasha added the Summon Fey spell to your Spell Tome, which doesn't count against the number of spells you can have in the Tome, with a bewitching twist. When you cast the spell, the summoned creature gains temporary hit points equal to your Fey Snipescholar level. In addition, it can cast a spell a number of times equal to half the level you cast the Summon Fey spell. The spell depends on its mood: Tasha's Knock-Off Pestle if it's fuming, Tasha's Mind Whip for Mirthful, and Tasha's Visage for Tricksy. Charisma is the summoned creature's spellcasting modifier.

Lv 9: Tasha's Great Knowledge

You can add your Intelligence modifier to the number of spells your Spell Tome contains. In addition, whenever you cast Summon Fey, increase its effective level by an amount equal to half the highest level spell in your Spell Tome.

Lv 14: Archfey Arcanum: Tasha's True Specter

With only a few dozen nudges in the right direction by the Witch Queen were you able to decipher a great power within the Summon Fey spell Tasha added. 
Whenever you would cast Summon Fey, you can instead cast Conjure Fey. When you do so, an Aspect of Tasha is a valid choice for you. The Aspect of Tasha's stat block is identical to that of Iggwilv the Witch Queen's, except that it's not actually her but a mere spectral version of her with half her hp, none of her magic items, and without the ability to cast Wish. The spell's overcharged power is extremely difficult to handle, so you can only concentrate on the spell for 1 minute if you summon an Aspect of Tasha.

New spells  

 

Drill Through Mind 

Level 5 Divination (Bard, Cleric, Fey Snipescholar, Sorcerer)
Casting Time: Action
Components: V, S, M (a very, very sharp stick)
Range: 60 feet
Duration: Instantaneous 

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

Level 2 Enchantment (Bard, Fey Snipescholar)
Casting Time: Action
Components: V, S, M (Horns with holes in them)
Range: Self
Duration: Concentration, up to 1 minute

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.

Skulking Bee

Level 1 Conjuration (Druid, Ranger, Fey Snipescholar)
Casting Time: Action
Components: V, S, M (A yellow magnifying glass)
Range: Self (15-foot radius)
Duration: 1 round
 
Until the start of your next turn, an annoying, spectral bee floats around you in a 15 feet radius emanating from you. Creatures of your choice in the area can't concentrate, and take 2 piercing damage the first time on each turn they enter or leave the area. These creatures also can't use a Multiattack option of theirs while in the area. For the duration, you also blindsight in a radius equal to this spell's radius.
 
Using a Higher-Level Spell Slot.  The radius increases by 15 feet for each spell slot level above 1st.


Tasha's Knock-Off Pestle

Level 2 Transmutation (Artificer, Bard, Fey Snipescholar, Paladin, Ranger)
Casting Time: Bonus Action
Components: V, S, M (A quarterstaff worth at least 1 cp)
Range: Self
Duration: Up to 1 hour

For the duration, the quarterstaff used as the material component transforms into a magical quarterstaff, which has a +3 bonus to attack and damage rolls and has 12 charges. When a creature hits with the quarterstaff, it can expend up to 3 charges to deal 1d8 force damage per expended charge.
 
Using a Higher-Level Spell Slot. You extend the duration of the spell by 1 hour and add 6 charges to the quarterstaff for each spell slot level above 1st.

Tasha's Visage

Level 2 Illusion (Bard, Fey Snipescholar, Sorcerer, Wizard)
Casting Time: Action
Components: V, S
Range: Self
Duration: Concentration, up to 1 minute
 
You adopt the appearance of Iggwilv the Witch Queen for the duration. Creatures of your choice who can see you must succeed on an Intelligence saving throw, or either have the Frightened or Prone condition (choose for all creatures as a group) for as long as it thinks you're Iggwilv. Creatures who fail the save also ignore or rationalize any sign you're not Iggwilv. F.e., if your size differs from Iggwilv's, then creatures who fail the save assume you have some effect changing your size active.

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