Need Help with a Bow Wizard Feat

defendi

Explorer
Hello. I've been googling for about an hour and I can't find anything that exactly fits my needs. I'm running the occasional game for some young, first-time D&D players in 5e (A longtime friend's son asked to play D&D for Christmas, so I put a game together for the friend (Dad) and his 17 year old, 14 year old, and the 12 year old). One of the players (the 12 year old) wants to play a magical archer. I can help him down a ranger or eldritch knight/archer path, but I he's the groups only wizard type, so I'd like to present at least one option that allows him to retain his wizard spellcasting ability without digging too deeply into ranger multiclassing or switching classes entirely. I made him a dexterity-based elf wizard so he's spectacular with a bow, but what he really wants is a wizard with at least a little synergy between the bow and his spell casting. This is the feedback after the first session, and I want to present him with character rebuild options before the second).

I was thinking of a feat, since I'm using them. Do you think it would be too powerful to allow a feat to add a ranger spell or two to his list, without going full multiclass? I don't really need this to be super balanced or bullet proof. This isn't a game of power-gamers. I just want to "yes, and" my way into something that makes him happy.

If anyone knows any good threads that his this subject that I missed, feel free to direct me there.

Two notes, in case it matters. I rolled stats, and he rolled well so he has both a good dex and int. Also, I house ruled that they each got one feat for free at character creation, just to make the characters a little better rounded and less fragile for the beginners.
 

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Arcane Archer - Wizard Archetype:

At 2nd level you gain the ability to create Force Arrow. When you hit with a ranged weapon attack, you may expend a 1st level spell slot to deal 2d6 force damage. When you use a 2nd or higher level spell slot the damage increases by 1d6 per slot level. [[Note this is similar to a Divine Smite, but since Wizards gain more spell slots the damage is lower]].

At 6th level you are capable of unerring accuracy, guide by magic to strike your target. You gain the True Strike cantrip, if you do not already know it, and may use a bonus action to cast it when you take the Attack Action. [[This essentially means, instead of having the extra attack a Ranger or Fighter would get, you receive advantage on your attack rolls while costing you a bonus action.]]

At 10th level you have learned how to imbue any bow with magical essence. You treat all ranged weapons as magical weapons. Additionally, once per long rest, when you hit with a Force Arrow you may cause it to explode in a 20' radius, dealing the force damage to each creature (dexterity save for half as per your spell dc). [[while this might seem weaker than a fireball, it has a range of however far you can shoot, as well as you being able to do it with a 1st or 2nd level spell slot.]]

At 14th level Once per long rest you may imbue a single arrow to deliver a touch spell up to 600 feet away. The attack automatically hits and delivers the touch spell upon contact.

The premise of adding int to damage seemed good, but I think using the Wizard's resource of spell slot to power the arrows with Force damage is better in terms of balance. The Wizard still has many more spell slots, hence why the force damage is less than a Paladin's radiant smite, but ultimately I feel this brings a better balance to the table (especially with addition the Wizard can attack with advantage every round through a Bonus Action True Strike).
 
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Also, I house ruled that they each got one feat for free at character creation, just to make the characters a little better rounded and less fragile for the beginners.

First, kudos to you on how you are bringing a new young player into the game. Your willingness to go the extra mile to find a PC build that will suit his imagination represents what the very best DMs strive toward.

Second, I've thought about letting all players take a free feat at first level as you've done (humans still getting a bonus feat on top of that), but have hesitated to do so out of concern for game balance. One limitation I considered was only allowing feats that don't boost an ability stat, and I go back-&-forth on whether that would be too constricting. Let us know how that works for your group.

Finally, I really like the direction dmnqwk is going with his Arcane Archer - Wizard Archetype. While we await his final version, it looks like it's really close to what you're looking for, and I'm adding it to my collection of 3rd-party and home-brew archetypes.
 

Sorry it's not very well fleshed out but it's time for work, the reason for +int to bow damage at 6th, btw, is to try and help balance for the fact you only ever get a single attack. It'll also add to attack roll cantrips, since an arcane archer should be devastating with any ranged to hit as well.

There's nothing for you to apologize for. Although unfinished, it has a certain brilliance in solving defendi's problem, imho.
 


i edited it slightly, let me know how this stands up to your expectations.

This /is/ better - much more streamlined in its ambience.

By eliminating the additional spells, and tying any included cantrip or spell directly to an archetype feature, it is distinctive from other class archetypes. It carries well the feel of a pragmatic caster in dangerous world.

Here's hoping your efforts will satisfy the young player in defendi's game.
 

[MENTION=53467]defendi[/MENTION]

Magic Initiate is a good framework. Now it seems odd to use it on a class without cantrips, but I think granting 2 different 1st level Ranger spells once per long rest might be a nifty dip.
 

These are great everyone! Thanks for the help!

I would normally be hesitant on the free feat idea, but I was thinking of actually starting them at level 2 because HotDQ can be hard for a new group. Greenest has a potentially punishing number of foes and little time to rest or recover, so I thought it would be a good comprimise. Also, if a player decided to play the cleric, I wanted a feat for both healing kits and polearm master (so the I could make lots of "Watch out for my butt!" jokes on the bonus attack. :)
 

What do you think of making the Green-Flame Blade spell from Sword Coast into Green Flame Bow? Basically, it would just do his spell casting modifier in damage to one target within five feet of his target if he hits. It would be removing the range restriction from the original, but it doesn't do enough damage that I can think of a restriction I'd add to balance out the range.

Maybe make it a bonus or reaction and take away making an attack a part of casting it. That way the caster spends two of his three actions on the spell rather than one?
 
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