Base Class: Fighter
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
This arcane archer has a lot more Arcane shot options, which have their power increased at 10th and 15th level, as well as having more diverse and powerful arcane shots, which are level locked. I took inspiration from the Warlocks invocations. The arcane archer also has a lot more points he can use, but they only recharge on a long rest. The lvel 18 ability makes his versatility rise to a new level at the expense of more magic points (wich are the cost for higher level arcane shots) but may have to be reined in by the DM, as the wording is not 100% foolproof, as such any combined shot must be approved by the dm before being used.
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn an amount of Arcane Shot options equal to 1+ your proficiency modifier. You can choose to relearn arcane shots after every long rest, where you must reinchant your arrows. If an arcane shot option has a requirement, you must meet it first to learn it.
You gain a pool of Arcane energy that you can tap into to imbue your arrows with magical energy. This pool has an amount of Arcane power points equal to 3 times your peoficiency modifier, and replenishes on a long rest.
When you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll.
Arcane Arrow
At 7th level, you gain the ability to create arrows of Arcane matter. When you draw the string of your bow with no arrow knocked, an arcane arrow made up of magical force manifests, wich counts as magical damage for overcoming resistances.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. Once per turn when you make an attack roll with a magic arrow and miss, as a reaction you can reroll the attack roll against a different target within 60 feet of the original target.
Arcane Recharge
At 15th level you gain the ability to reattune to your arcana power, and as a bonus action recharge a number of magic points equal to twice your intelligence modifier.
Heightened Arcane Shot
Starting at 18th level, your magical prowess increases immensely, and you can add two of your arcane shot options to one arrow, expending points for both. When choosing two options for one arrow, their effects combine, but you must choose the additional damage the shot deals from one of the two options. So combining an elemental shot with a mass duplicating arrow will for example change the damage type of the volley to fire, but not do additional damage.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. Some Arcane arrow options have limitations and can only be taken when the requirements are met.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Arrow of Disintegration
15th level. You imbue the arrow with your most powerful destruction magic. After an arrow hits a creature, it must make a constitution saving throw, or take the arrows damage aswell as an additional 40 force damage. If the creature is killed by this damage, it is disintegrated into a fine dust, and can only be resurrected by means of a true resurrection or wish spell.
If the target of this arrow is not a creature but an object or creation of magical force, the arrow automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, it disintegrates a 10-foot- cube portion of it. Magic items are unnafected.
This Arcane shot feature has a cost of 5 magic points.
Banishing Arrow
10th level. You use abjuration magic to try to temporarily banish your target to a harmless demiplane. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished to the demiplane. After 1 minute, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
This Arcane shot feature has a cost of 3 Magic points.
After you reach 15th level in this class, if the target is not native to the plane it was banished from, it gets sent to its home plane and remains there even after the minute has passed.
Blasting arrow
5th level. You imbue the arrow with dreadful force magic. On a successful hit, the creature that was hit takes 2d6 extra force damage and must make a strength save, or be pushed back 15 feet.
At level 10, the damage of this feature increases to 3d6, and at level 15 the damage increases to 4d6.
Elemental Arrow
You imbue your arrow with Elemental power. Immediately after the arrow hits the creature, You can choose to expend one point of your arcane pool to apply one type of Elemental damage to your arrow. You have the choice between fire, cold, acid, lightning, or poison. The arrows damage type then becomes the one you choose and does an additional 2d6 damage of that type to the creature.
The Elemental damage increases to 4d6 when you reach 10th, and 6d6 when you reach 15th level in this class.
Enfeebling Arrow
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic 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.
The necrotic damage increases to 3d6 when you hit 10th, and 4d6 when you reach 18th level in this class.
Enlarging Arrow
7th level. You imbue your arrow with transmutation magic and cause it to enlarge mid flight, drastically increasing its destructive power. A creature hit by this arrow takes an extra 4d6 piercing damage. This arrow deals critical damage to objects and is counted as a siege weapon shot. The arrow remains enlarged for 1 minute after shooting it before reverting to its normal size.
This Arcane Arrow option costs 2 magic points.
At 10th Level, your arrow damage increases to 5d6 and knocks Large or smaller creatures hit by it prone. At 15 level your arrows damage increases to 6d6 and can knock Huge creatures prone, aswell as hit all creatures within 5 feet of its point of impact aswell.
Mass duplication arrow
15th level. You fire an arrow imbued with potent conjuration magic, causing each arrow to duplicate, and the duplicated arrows to duplicate again until the sky darkens with a volley of arrows. You don't make an attack roll and instead choose a 40-foot radius within your weapons range. All creatures within the 40-foot radius must make a dexterity save, or take 8d8 piercing damage as your volley of arrows falls upon them. On a sucessful save, the creature only takes half damage.
This Arcane shot feature has a cost of 5 magic points.
Mindpiercer Arrow
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage as its minds connection gets pierced by the arrow. The target must succeed on a Wisdom saving throw, or it is Incapacitated until the start of your next turn.
The psychic damage increases to 3d6 when you reach 10th, and 4d6 when you reach 15th level in this class.
Piercing Arrow
You empower the penetrating force of your arrow with magic. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 60 feet long, before disappearing. The arrow smashes 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 arrow, plus an extra 2d6 force damage. On a successful save, a target takes half as much damage.
The force damage increases to 3d6 and the range increases to 90 feet when you reach 10th level and to 4d6 and 120 feet when you reach 15th level in this class.
Pinning Arrow
5th level. You imbue the arrow with evocation magic and cause it to pin a creature with the force of its impact. A creature struck by this arrow takes an additional 2d6 force damage, and must succeed on a strength save or become restrained, as the arrows force pins it to the ground. The pinned creature can use an action on its turn to try and break free with an athletics check. Otherwise the effect lasts for one minute.
The force damage increases to 3d6 at 10th and to 4d6 at 15th level.
Ricochet Arrow
5th level. You imbue your arrow with divination magic causing it to chase targets. When your arrow impacts a creature, on a successful hit it changes course to another creature within 30 feet of the first. The second creature then must make a dex save, and on a failure take damage from the arrow as if it had been hit.
At 10th level this feature can target 3 creatures within 30 feet of one another, and at 15th level this feature can target 5 creatures within 30 feet of one another.
Seeking Arrow
10th level. Using divination magic, you grant your arrow 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, or are familiar with. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. Its range is 1 mile. The creature that is the target of this arrow must make a dexterity save. On a failed save, the target takes damage as if it were hit by the arrow, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
This arcane arrow option costs 3 magic points.
The arrows range become unlimited when you reach 15th level in this class, and it becomes invisible during its flight. On a failed save you can choose that instead of doing damage the arrow will become a sensor similar to the spell scrying, and last for 10 minutes.
Shadow Arrow
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The point of impact of the arrow creates a 10 foot radius sphere of magical darkness around it, wich lasts until the end of your next turn. If you hit a creature with this arrow, the darkness follows it. A creature hit by your arrow emits a glow that is visible through this darkness, causing no disadvantage on further attacks against it. The creature can use its action to remove the arrow from itself, thus ending the glow effect and the shadow effect.
At 10th level, the radius becomes 15 feet, and lasts 1 minute. At 15th level, the radius becomes 30 feet, and lasts 10 minutes
Teleportation Arrow
7th level. You shoot an arrow enchanted with conjuration magic, giving it teleportation properties. The spot where your arrow impacts, you teleport to at the end of your turn. This feature has a range of 60 feet.
This Arcane Shot option has a cost of 2 magic points.
At 10th level, the features range increases to 200 feet, and at 15th level the range increases to 500 feet.
After play testing this as 5th level, the number of arcane shots (3x proficiency per long rest) is probably too many. The player using this hardly ever didn't use an arcane shot.
I would also restrict the uses of Arcane shot to once per attack action, not any attack made as part of the attack action. A fighter, hasted, using action surge, has 5 arcane shots in a turn, which is way overpowered.
could u fix the arcane shot selector, i cant select more than one
I like this better than most of the arcane archer reworks, being able to treat shots more like spells you can prepare differently everyday and use more practically not just for in combat with a lot more options. I can see things like teleportation arrow or enlarging arrow being useful out of combat and gives this class much more flavor and makes it much more unique. Too many people are trying to rework it in comparison to battlemaster which I get but I would rather it be more unique from battlemaster which I think this does well.
Only sad thing is I wish you didn't remove some options like beguiling or grasping arrow as the more options the better imo
There seems to be a miscalculation in the number of Arcane Shots you are allowed to chose.
It wont let me learn more than one arcane shot at lv 3