Base Class: Fighter
An Mystic Marksman studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Mystic Marksman are some of their 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.
Mystic Knowledge
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 or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.
At 10th level, you may learn an additional two cantrips of your choice from the druid spell list.
Arcane Arrow
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Arrow options of your choice (see "Arcane Arrow Options" below).
Once per turn when you fire an arrow from a shortbow, longbow or crossbow 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 arrow hits, unless the option doesn’t involve an attack roll. You have a number of uses equal to a third of your fighter level (rounded up), and you regain all expended uses of it when you finish a short or long rest. If an option requires a saving throw, your Arcane Arrow save DC equals 8 + your proficiency bonus + your Intelligence modifier.
You gain an additional Arcane Arrow option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.
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, 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.
At 10th level, you may banish your target to either the Feywild or the Shadowfell. They take 1d6 radiant damage when they return from the Feywild, and 1d6 necrotic damage when they return from the Shadowfell. At 18th level, this increases to 2d6 damage.
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 3d6 at 10th level and 4d6 at 18th level.
Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The arrow 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. Bursting arrows deal double damage to objects and buildings.
At 10th level, you deal an extra 3d6 force damage, and at 18th level the radius increases to 15 feet and deals 4d6 force damage.
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.
At 10th level, the necrotic damage increases to 3d6, and at 18th level, it increases to 4d6.
Freezing Arrow
You chill this arrow with evocation magic. Immediately after the arrow hits a creature, ice coats their body, and they take 2d6 cold damage. The creature must make a Constitution saving throw against your Arcane Arrow save DC, or have their move speed halved.
At 10th level, the cold damage increases to 3d6, at 18th level, the cold damage increases to 4d6.
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 Arrow save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
You may also shoot the arrow at a spot in the ground, creating a ladder of brambles which you can climb. The brambles can grow up to 20 feet tall. Creatures other then you who attempt to climb the ladder must make a Constitution saving throw against your Arcane Arrow save DC. Otherwise, they take 1d6 slashing damage.
At 10th level, the poison damage increases to 3d6, and at 18th level, the poison damage increases to 4d6.
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 fires forward in a line, which is 1 foot wide and 50 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.
At 10th level, the piercing damage increases to 2d6, and at 18th level, the piercing damage increases to 3d6.
Seeking Arrow
Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. 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. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's location until the end of your next turn. On a successful save, the target takes half as much damage, and you don’t learn its location.
At 10th level, the force damage increases to 2d6, and at 18th level, the force damage increases to 3d6.
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.
At 10th level, the psychic damage increases to 3d6, and at 18th level, the psychic damage increases to 4d6.
Spell-casting Arrow
You use the arrow as a vessel for a spell. When you use this option, choose a 1st level spell from the ranger spell list that has a casting time of an action or bonus action and imbue it into the arrow. When you fire this arrow, if it hits a creature, the imbued spell is cast targeting that creature.
At 10th level, you may imbue an arrow with 2nd-level spell, and at 18th level, with a 3rd-level spell.
Enchanted Quiver
At 7th level, you learn how to manifest your own magical ammunition. With a longbow, shortbow, or crossbow, when you pull back the string with no ammo loaded, one magic arrow is created. Ammo created this way vanishes instantly upon hitting or missing a target. Damage dealt by this arrow counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 16th level, you may make the arrow deal force damage instead of piercing damage.
Dancing Arrow
At 10th 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. Additionally, you ignore half cover when attacking.
Primeval Technique
Starting at 18th level, your druidic knowledge reveals three secretive techniques to greatly enhance your power. You learn one of three Primeval Techniques listed below. You may use a Primeval Technique once per short or long rest. The save DCs of these techniques is equal to 8 + your proficiency bonus + your intelligence modifier.
At 20th level, you may add your wisdom modifier to the save DC.
Devastating Arrow
You've focused destructive energy into your arrow, causing devastation wherever it lands. As a bonus action, you enchant an arrow to make an attack with.
On a hit, every creature in a 30 foot radius of the hit creature has to make a dexterity saving throw, taking 7d8 force damage on a failure, and half on a success. This deals double damage to structures and objects.
Nature's Pedastal
You've learnt how to call nature in such a way the land shakes to aid you.
You may as an action summon a pedestal below you, this pedestal can take the form of a rock, stump, fallen log, mound of snow, or other such things. The pedastal is 5 feet tall, and 10 feet wide, and while you are upon it, you have advantage on all attack rolls. Additionally, you deal an extra 1d4 force damage on hit with this weapon. Whenever a creature moves within 15 feet of your pedestal, you may cause nature to lash out, dealing 2d8 acid, cold, fire, poison, thunder, or lightning damage (your choice).
Additionally, you may move the pedestal as a bonus action on your turn, moving it up to 40 feet.
Smiting Arrow
You've learnt how to focus the intense power of nature into one singular strike against one great foe, at the cost of your life force.
As part of your attack action, you may enchant one arrow with all your power. On a hit with this arrow, you may expend your hit dice. For every hit dice expended, you deal an additional 1d10 force damage. If you expend 10 hit dice or more, the target creature must make a constitution saving throw or be stunned until the end of your next turn.
Ever-Ready
Starting at 15th level, you are always ready for whatever situation.
You cannot be surprised, and whenever you have to roll initiative you may add your intelligence modifier to your roll. If you have the highest initiative at the start of combat, you may make a ranged weapon attack as a reaction, targeting the nearest hostile creature.
At 20th level, whenever you roll initiative, you can treat a d20 roll of 9 or lower as a 10.
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