Fighter
Base Class: Fighter

A blended craft of Arcane Archer and Eldritch Knight, for those who felt Arcane Archer wasn't quite living up to it's title of Arcane.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Archer Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Arcane Archer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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 wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Archer Spellcasting

 

FIGHTER LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

 

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots.

When you fire an arrow from a shortbow or longbow, you can expend one spell slot to make it deal an additional 2d6 Force damage plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

Alternatively, you can spend a spell slot of a level specified by one of your Arcane Shot options to use it on that arrow.  You decide to use the option when the arrow hits unless the option doesn't involve an attack roll.  If the option doesn't list an effect from increasing spell level, the Arcane Shot deals an additional 1d6 Force damage for each spell level higher than the specified level, to a maximum of 3d6.

If the Arcane Shot option has a duration longer than 1 round, you must concentrate on it as if it were a spell, the effect ending early if you lose concentration.

You start with the following Shot Options:
Beguiling Arrow
Bursting Arrow
Grasping Arrow

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, 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.

More Shot Options

Adds the following Arcane Shot Options
Piercing Arrow
Seeking Arrow
Enfeebling Arrow

Final Shot Options

Adds the final Shot Options to your list
Banishing Arrow
Shadow Arrow

Improved Shot

At 18th level, the magic you imbue into your arrows becomes more potent.  The damage die for your Arcane Shots increases to d8.

Arcane Shot Options

The Arcane Shot allows you to imbue magic into your arrows.  The following options are available for when you use your Arcane Shot ability.  If an option has a level requirement, you must be at least that level in this class to use that option.  They are all magical effects and each is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals your Spell Save DC.

Previous Versions

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