Fighter
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 the 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.

Arcane Lore (Cantrip)

You choose to learn either the Prestidigitation, Thaumaturgy or Druidcraft cantrip.

Druidcraft

You choose to learn either the Prestidigitation, Thaumaturgy or Druidcraft cantrip.

Prestidigitation

You choose to learn either the Prestidigitation, Thaumaturgy or Druidcraft cantrip.

Thaumaturgy

You choose to learn either the Prestidigitation, Thaumaturgy or Druidcraft cantrip.

Glitch Bandage

Glitch Bandage

Arcane Lore

At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana, Religion or the Nature skill, and you choose to learn either the Prestidigitation, Thaumaturgy or Druidcraft cantrip.

Arcana

You choose to gain proficiency in either the Arcana, Religion or the Nature skill

Nature

You choose to gain proficiency in either the Arcana, Religion or the Nature skill.

Religion

You choose to gain proficiency in either the Arcana, Religion or the Nature skill.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice.

Once per turn when you make a ranged weapon attack with a simple or martial weapon as part of the Attack action, 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 two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. They are all magical effects, and each one is associated with one of the schools of wizardry.

You gain an additional Arcane Shot option of your choice and additional uses when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves at 10th-level and 18th-level. Whenever you reach a level in this class that grants you a Fighting Archetype feature, you can replace an Arcane Shot you know with another Arcane Shot available to you.

If an option requires a saving throw, your Arcane Shot save DC equals 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 attack must also succeed on a Charisma saving throw or be banished. While banished in this way, its 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 10th level in this class, a target also takes 1d6 force damage when the arrow hits it. At 18th level the force damage increases to 2d6.

Beguiling Shot

Your enchantment magic causes this attack to temporarily beguile its target. The creature hit by the ability takes an extra 2d6 psychic damage, additionally 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 3d6 when you reach 10th level in this class, and to 4d6 at 18th level.

Draining Shot

You weave necromantic magic into your attack. The creature hit by the attack takes an extra 2d6 necrotic damage. The target must also make a Constitution saving throw, on a failure you heal equal to the necrotic damage done by this ability to the target, and the damage dealt by the target's weapon attacks is halved until the start of your next turn.

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

Erupting Shot

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

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

Grasping Shot

When this shot strikes its target, transmutation magic morphs the ammunition or equipment into thorny brambles, which wrap around the target. The creature hit by the shot takes an extra 2d6 piercing 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 Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. When the effect ends the ammunition or equipment used by his ability returns to its usual shape.

The piercing damage and slashing damage both increase to 3d6 when you reach 10th level in this class, and to 4d6 at 18th level.

Imploding Shot

Prerequisite: Level 10

You may evoke Dunamantic magic to magnify the gravity of a specific location. When you use this shot you do not make an attack roll, instead you target an area within your weapon's range, every creature within 15 feet of that area must succeed a Strength saving throw or take 2d4 force damage and be pulled to an unoccupied space within or around the targeted area as close to it as possible (The DM may decide on which creatures go where).

the affected area is considered difficult terrain for 1 minute or until you dispel it as a bonus action.

At 18th-level the damage increases to 4d4 and instead of difficult terrain, for every 1 foot of movement a creature moves in the area it must spend 4 feet of movement.

Sacrificial Shot

Prerequisite: Level 10

You may evoke the magic of blood mages, sacrificing a part of yourself to overwhelm the enemy with agony. When you use this shot, you spend an amount of Hit Die up to half of your proficiency bonus, rounded down.

When you spend the Hit Dice, roll D12s equal to the amount of Hit Dice you spent. You take an amount of necrotic damage equal to the roll that cannot be reduced in any way. Your target takes necrotic damage equal to the result of the roll as well, though can be resisted and reduced.

At 18th level you can use this shot when you no longer have uses of arcane shot, when you do you gain 1 level of exhaustion each time you use the feature this way.

 

Seeking Shot

Using divination magic, you grant your attack the ability to reveal what is hidden by the magical and the mundane. 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. If the target is within your weapon's range, the shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target isn't within your weapon's range when you use this feature, you waste a use of Arcane Shot.

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. On a failed save, it takes damage as if it were hit by the attack, plus an extra 1d6 psychic damage, and you learn the target’s current location for one minute. On a successful save, the target takes half as much damage, and you don’t learn its location.

The effect extends to 1 hour when you reach 10th level in this class. The psychic damage increases to 2d6, and the effect extends to 24 hours when you reach 18th level on this class.

Shadow Shot

You weave illusion magic into your attack, causing it to occlude your foe’s vision with shadows. The creature hit by the attack takes an extra 2d6 psychic damage, and it must succeed on an Intelligence 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 3d6 when you reach 10th level in this class, and to 4d6 at 18th level.

Unraveling Shot

Prerequisite: Level 10

You may evoke the magic of the scribes to unravel and understand magic. When you use this shot, it takes your entire attack action, and you cannot use it as a reaction.

You may shoot a creature, an object or a tangible magical effect, choose a spell or a magical effect that lasts 24 hours or less affecting the target, if you choose a magical effect or 3rd level spell or lower it ends. if it is 4th level or higher you make an Intelligence check to dispel it. The DC equals 10 + the spell's level. On a successful check, the magic is dispelled.

At 18th-level magical effects and spells that are level 5 or lower are dispelled without the need for a check.

 

Warping Shot

You charge your shot with conjuration magic allowing it to ferry you to your destination. If the creature hit with this ability is within 30 feet of you it must succeed on a Wisdom saving throw or switch places with you, if you or the creature you wish to switch places with cannot fit inside the other's previous place this effect does not occur.

When you use this option, you may target an object or an area within 30 feet of you that you are able to hit with your shot, when your shot hits the desired target, you teleport to that area.

The range of this ability increases to 45 feet when you reach 10th level in this class, and to 60 feet at 18th level.

Imbued Magic

At 7th level, you gain the ability to infuse your weapons with magic. Whenever you make an attack with a nonmagical simple or martial 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 weapon immediately after your attack. At 10th-level weapons made magical with this feature gain a +1 bonus to attack and damage rolls, at 18th-level that bonus increases to +2

Curving Shot

At 10th level, you learn how to direct an errant attack toward a new target. When you make an attack roll with a magic shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

At 15th level you've mastered imbuing your attacks with magic, so much so that you've gotten more efficient with the process. You may use Arcane Shot every time you take the attack action or attack as a reaction.

Previous Versions

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