Fighter
Base Class: Fighter

See short description

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 two Arcane Shot options of your choice (see “Arcane Shot Options” below).

Once per turn when you you make a ranged attack 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 attack hits a creature, unless the option doesn’t involve an attack roll. You have 1+INT of this ability, 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 become an 11th-level fighter.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you make a ranged weapon attack, you can cause it to deal force damage instead of its normal damage type.

Curving Shot

At 7th level, you learn how to direct a missed attack toward a new target. When you make a ranged attack roll and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Eyes of the Archer

Your sight improves to superhuman levels, allowing you to see things clearly up to 1 mile away. You also gain darkvision out to that distance.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative, you regain one use of Arcane Shot.

Ultimate Arcane Archery

Your experience has allowed you to access incredibly powerful secret Techniques, pushing the schools of magic to their limits. 
Once per Long Rest, you can use Ultimate Arcane Archery. If you use Ultimate Arcane Archery you can't use bonus actions, action surge or other class features during this turn.

Upon taking this action, all magical energy in the surrounding area is drawn to you. Magical effects within 60ft of you end and creatures must make a STR save against you spell DC or fall prone and be pushed 10 feet toward you in a direct line. 

Choose one of the following 3 options:

Temporal Warp: You stop time for yourself to destroy your foes before they get to react. You can make 8 attacks with your weapon from your current position. These attacks have advantage and any hits with these attack count as critical hits. Time is stopped while you make attacks, thus preventing other creatures from taking reactions as a response to these attacks or the damage they deal. Creatures you hit take the damage of your attacks simultaneously once you make the last attack roll.

Meteoric Blast: Choose a point you can see within 1 mile of yourself. One of your attacks strikes that place, empowered by the pinnacle of evocation magic, causing a giant magical explosion. All creatures within 70 feet of the impact must make a DEX Save against you spell DC, taking 40d6 force damage on a failed save, or half as much on a successful save.

Slaying Shot: Choose a creature within the normal range of your weapon and not behind full cover. An attack strikes straight through the creatures soul, reversing cause and effect and is thus impossible to willfully dodge. The creature must make a D20 test against your spell DC, adding only its proficiency bonus. If it succeeds, it takes 20d6 force damage in addition to the weapons normal damage. This damage cannot be healed through magical means. If it fails this test, the creature is instantly slain. 
The attack has no effect on creatures without a soul present in their body and a creature with more than 400 hp automatically passes the D20 test. A creature with 100 or less hp automatically fails the D20 test.

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, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Arrow

You use abjuration magic to temporarily banish your target to a harmless location in the Feywild. The creature hit by the attack must make a CHA save against your save DC 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.

After you reach 11th 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 is charmed by the chosen ally. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. At the end of each of the targets turns, it can make a WIS saving throw, ending the effect on itself on a success.

The psychic damage increases to 4d6 when you reach 11th 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 4d6 force damage each.

The force damage increases to 6d6 when you reach 11th 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 and the damage dealt by its weapon attacks is halved. The creature can make CON saving throw at the end of each of its turns, ending the effect on a success.

The necrotic damage increases to 4d6 when you reach 11th 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 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 4d6 when you reach 11th 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 5 foot wide and 150 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 11th 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 is hit by the arrow. 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.

The force damage increases to 2d6 when you reach 11th 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 is blinded. The target can make a WIS saving throw at the end of each of its turns, ending the effect on a success.

The psychic damage increases to 4d6 when you reach 11th level in this class.

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