Fighter
Base Class: Fighter

The studies of an Arcane Sniper derives from an unique elven method of archery that weaves magic into attacks to produce supernatural effects. 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. Due to the restrictions of it only being able to be used with bows and the need for arrows, a group of these archers decided to further these methods by getting ideas from skilled wizards. After many years, the Arcane Sniper was born. They were an elite group who could use these Arcane Shots with any kind of bows or crossbows and no longer needed ammunition as they were all created by magic.

Arcane Shot

At 3rd level, you learn the magical secrets of the Arcane Sniper. You gain proficiency in the Arcana skill and also learn the Prestidigitation cantrip.

At 3rd level, you learn to unleash special magical effects with your attacks. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below). You no longer need to use ammunition for your bows or crossbows as you create them magically when you attack and you ignore the loading quality of your bows and crossbows. All your magically created ammunition deal piercing damage equal to the weapon used by the Arcane Sniper and are magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you attack using any kind of bow or crossbow, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the attack hits a creature, unless the option doesn't involve an attack roll. You have a number of uses of this ability as per your Proficiency Bonus, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane 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 reach certain levels in this class: 10th and 18th level.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects.

If an option requires a saving throw, your Arcane Shot save DC is calculated as follows: Arcane Shot DC = 8 + your proficiency bonus + your Intelligence modifier.

Banishing Shot:  You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the shot 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 start of your next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

The target also takes extra 1d6 force damage when the shot hits it when you reach the 10th level in this class and extra 2d6 force damage when you reach the 18th level in this class.

Beguiling Shot:  Your enchantment magic causes this shot to temporarily beguile its target. The creature hit by the shot takes an extra 1d6 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. The charmed target can repeat the saving throw if the chosen ally attacks it, deals damage to it or forces it to make a saving throw.

The psychic damage increases to 2d6 when you reach 10th level in this class and to 3d6 when you reach 18th level in this class.

Bursting Shot: You imbue your shot with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 3d6 when you reach 10th level in this class and to 4d6 when you reach 18th level in this class.

Enfeebling Shot:  You weave necromantic magic into your shot. The creature hit by the shot takes an extra 1d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its attacks is halved until the start of your next turn.

The necrotic damage increases to 2d6 when you reach 10th level in this class and to 3d6 when you reach 18th level in this class.

Grasping Shot: When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the shot takes an extra 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 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 Arcane 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 2d6 when you reach 10th level in this class and to 3d6 when you reach 18th level in this class.

Gravity Shot: You imbue your shot with graviturgy magic. The creature hit by this shot takes an extra 1d6 force damage and must also succeed on a Strength saving throw or be pinned to the ground and be restrained until the start of your next turn. The pinned creature can use an action on its turn to try and break free with an Athletics check against your Arcane Shot save DC.

The force damage increases to 2d6 when you reach 10th level in this class and to 3d6 when you reach 18th level in this class.

Piercing Shot: You use transmutation magic to give your shot an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot 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 shot, plus an extra 1d6 force damage. On a successful save, a target takes half as much damage.

The force damage increases to 2d6 and the range increases to 60 feet long when you reach 10th level in this class and to 3d6 and the range increases to 90 feet long when you reach 18th level in this class.

Seeking Shot: Using divination magic, you grant your shot 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 shot 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 shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, 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 10th level in this class and to 3d6 when you reach 18th level in this class.

Shadow Shot: You weave illusion magic into your shot, causing it to occlude your foe’s vision with shadows. The creature hit by the shot takes an extra 1d6 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 2d6 when you reach 10th level in this class and to 3d6 when you reach 18th level in this class.

Slowing Shot: When this shot strikes its target, chronurgy magic attempts to alter its perception of time. The creature must succeed on a Wisdom saving throw or be slowed until the start of your next turn. A creature slowed in this way can't take reactions, has its movement halved, and it can't make more than one attack on its turn. In addition, the creature can only use either an action or a bonus action on its turn.

The target also takes extra 1d6 force damage when the shot hits it when you reach the 10th level in this class and extra 2d6 force damage when you reach the 18th level in this class.

Curving Shot

At 7th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with a magical ammunition and miss, you can immediately use your reaction to reroll the attack roll against a different target within 60 feet of the original target.

You gain an additional Arcane Shot option of your choice when you reach 7th level.

Arcane Eyes

At 10th level, your eyes infused by your magical knowledge help your shots strike truer. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

You gain an additional Arcane Shot option of your choice when you reach 10th level.

The damage dealt by your Arcane Shot options also increases at 10th level.

Ever-Ready Shot

Starting at 15th level, your magical shot is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

You gain an additional Arcane Shot option of your choice when you reach 15th level.

Master Arcane Sniper

At 18th level, you have fully mastered your arcane shots and their vast powers. You can now add you Intelligence modifier to the damage of your Arcane Shots.

You gain an additional Arcane Shot option of your choice when you reach 18th level.

The damage dealt by your Arcane Shot options also increases at 18th level.

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