Shotcaller
“The bow is not the weapon. I am.”
Shotcallers are elite archers born of the skies and spirit, Oni-trained and Aṣé-forged. They wield bows or thrown weapons bound to their very essence, able to conjure magical ammunition woven from their soul. Whether aloft in a sky-hunt or on the battlefield below, their shots aren’t just attacks—they’re declarations of will, rage, and fate.
Shotcallers do not rely on quivers. Instead, they generate living projectiles from their Aṣé, and hurl them with impossible force. Their combat style focuses on deliberate build-up, bonus action setup, and powerful spell-like attacks that grow stronger the longer they focus.
(3rd Level)
Aṣé-Forged Weapon
You bond with a unique ranged weapon that channels your inner power. Choose one:
- A longbow, shortbow, or hand crossbow with no physical string or bolts.
- A javelin or chakram-style thrown weapon.
This weapon becomes your Aṣé Weapon:
- You may summon it as a bonus action if it's not in your hand.
- It counts as a magical weapon and as your spellcasting focus.
- It can only fire using spiritual ammunition, described below.
Your weapon cannot be disarmed, destroyed, or used by others unless they share your soul signature.
Aṣé Shot
As a bonus action, you conjure a projectile made of pure Aṣé. Until the end of your turn, your next ranged weapon attack made with your Aṣé Weapon is replaced by one of the following Magical Shots:
Spirit Lancer
- Make a ranged spell attack. On hit, the target takes 2d8 force damage.
- If the target is marked by Precision Mark, it is also pushed 10 feet away.
Ember Pulse
- Fire up to three spirit bolts at targets within 60 feet (like Scorching Ray).
- Make separate ranged spell attacks. Each hit deals 1d6 fire damage.
- You may concentrate all bolts on one target.
You can use Aṣé Shot a number of times equal to your Proficiency Bonus per long rest.
(6th Level)
Momentum Loop
Your Aṣé grows more stable through practice. You gain the following:
- When you use Precision Mark, you regain one use of Aṣé Shot if you hit the marked creature that turn.
- Once per turn when you move at least 20 feet and make a ranged attack, your attack ignores half and three-quarters cover.
(10th Level)
Aṣé Overload
You can pour extra Aṣé into your spiritual weapon:
- You may now use Aṣé Shot as part of any attack, not just one per turn.
- You gain a new shot type:
Stagger Pulse
- Choose a creature marked by Precision Mark and within 60 feet.
- It must make a Strength saving throw (DC = 8 + Prof. Bonus + Dex mod).
- On a fail, it takes 3d6 force damage and is knocked prone.
- On a success, it takes half damage and is not knocked prone.
(14th Level)
Call the Final Shot
You unlock the storm hidden in your core, a final strike infused with dangerous force. As an action and bonus action on the same turn, you may unleash a Final Aṣé Shot once per long rest:
Disintegrating Will
- Choose a creature you can see within 120 feet.
- It must make a Constitution saving throw (DC = 8 + Prof. Bonus + Con mod).
- On a failed save, the target takes 10d10 force damage. If this reduces it to 0 HP, the target is disintegrated.
- On a success, the target takes half damage.
If you use this ability, roll a DC 15 Constitution saving throw yourself after the shot is resolved. On a failure, you gain 1 level of exhaustion due to the spiritual strain.
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