Base Class: Fighter
Definitely not an arcane archer, you sound crazy for even suggesting that.
Sorcerous Shooter Lore
At 3rd level, you learn magical theory or some of the secrets of magic — typical for practitioners of this magical martial tradition. You choose to gain proficiency in the Arcana skill, and you learn the true strike cantrip. If, for some weird reason, you already know the true strike cantrip, you learn another cantrip from the sorcerer spell list. Charisma is your spellcasting modifier for this spell.
You may cast true strike as a bonus action a number of times equal to your Charisma modifier, and regain all expended uses on a long rest.
Sorcerous Shots
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn four Sorcerous Shot options of your choice
When you fire a projectile from a ranged weapon as part of an attack, you can apply one of your Sorcerous 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. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses of it when you finish a short or long rest.
If an option requires a saving throw, your Sorcerous Shot save DC equals 8 + your proficiency bonus + your Charisma modifier.
You gain an additional Sorcerous Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Sorcerous Shot Options
Banishing Arrow
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow 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.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Beguiling Arrow
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th 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 4d6 when you reach 18th level in this class.
Grasping Arrow
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage 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 Sorcerous Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Arrow
You use transmutation magic to give your arrow an ethereal quality. 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 30 feet long, before disappearing. The arrow passes harmlessly 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 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Arrow
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. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, 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.
The force damage increases to 2d6 when you reach 18th level in this class.
Shadow Arrow
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Disarming Arrow
When you hit a creature with the attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The creature takes an extra 2d6 piercing damage and must make a strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
The piercing damage increases to 4d6 when you reach 18th level in this class.
Goading Arrow
When you hit a creature with the attack, you can attempt to goad the target into attacking you. The creature takes an extra 2d6 psychic damage, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Menacing Arrow
When you hit a creature with the attack, you can attempt to frighten the target. The creature takes an extra 2d6 psychic damage, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Pushing Arrow
When you hit a creature with the attack, you can attempt to drive the target back. The creature takes 2d6 extra force damage, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
The force damage increases to 4d6 when you reach 18th level in this class.
Tripping Arrow
When you hit a creature with the attack, you can attempt to knock the target down. The creature takes an extra 2d6 force damage, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
The force damage increases to 4d6 when you reach 18th level in this class.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical projectile from a ranged weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Arcane Aim
At 10th level, your experience with ranged combat gives you certain arcane benefits.
Your attacks ignore half and three-quarters cover and making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
Ever Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Sorcerous Shot remaining, you regain two uses of it.
Sustaining Sorcery
At 18th level, you permanently alter your arrows with magic. Whenever you make fire a projectile from a ranged weapon, you can apply one of your Sorcerous Shot options without expending a use of Sorcerous Shot feature
Additionally, you can apply 1 extra Sorcerous Shot option to each attack by expending a use of your Sorcerous Shot feature.
Previous Versions
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