Rogue
Base Class: Rogue

The Eldritch Archer is a master of fusing the art of archery with powerful eldritch magic. Through their bond with magical energy, they imbue their arrows with devastating effects, striking with pinpoint accuracy while manipulating the battlefield itself. As they grow in power, Arcane Archers learn to focus their arcane energy, creating a wide range of effects that can change the tide of battle.

Level 3: Eldritch Quiver

Your connection to arcane forces allows you to infuse your ranged attacks with magical energy.

  • Eldritch Arrows: When you deal Sneak Attack damage with a ranged weapon, you can choose to use one of the following Eldritch Arrow effects. Each effect has a Sneak Attack die cost, which reduces your Sneak Attack damage for that attack by the specified amount (but does not reduce your total Sneak Attack dice pool). You can only apply one Arcane Arrow effect per attack.

Eldritch Arrow Options (3rd Level):

  1. Shattering Shot (Cost: 1+ dice): The arrow releases a burst of thunderous energy. Each creature within a 10-foot radius of the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, creatures take thunder damage equal to the dice spent. On a success, they take half damage.
  2. Binding Shot (Cost: 1 die): The target must succeed on a Strength saving throw or be restrained until the start of your next turn.
  3. Illusory Strike (Cost: 1 die): The arrow creates shimmering illusions that confound the target. Until the start of your next turn, the target has disadvantage on the next attack roll it makes. The target cannot take reactions until the start of your next turn.

Level 9: Mystic Precision

Your mastery of arcane energy enhances the power and accuracy of your attacks.

  • Imbued Arrows: When you take the Steady Aim action, you can add 1d6 force damage to your attack. This increases to 2d6 force damage at level 17.
  • Phantom Arrows: Your ranged weapon attacks ignore half cover and three-quarters cover, and magical effects like shield do not add AC against your ranged attacks.

Level 13: Improved Eldritch Arrows

You can combine magical effects into a single shot for greater versatility.

  • Dual Infusion: When using an Eldritch Arrow effect, you can apply an additional Eldritch Arrow effect to the same attack. The combined Sneak Attack die cost of both effects cannot exceed 3 dice.

New Eldritch Arrow Options (13th Level):

  1. Void Shot (Cost: 1 die): The arrow creates a gravitational pull. All creatures within a 15-foot radius must succeed on a Strength saving throw or be pulled 10 feet toward the impact point and fall prone.
  2. Piercing Arrow (Cost: 1 die): The arrow passes through the target and up to two additional creatures in a straight line. Each creature takes your Sneak Attack damage.
  3. Starlight Arrow (Cost: 1 die): The arrow emits bright light in a 20-foot radius and dim light for an additional 20 feet. Invisible creatures in the area are revealed, and hostile creatures have disadvantage on Stealth checks until the end of your next turn.

Level 17: Arcanum of the Hunt

You gain the ability to momentarily fuse your essence with the magical forces you manipulate. As a bonus action, you can enter an Arcanum of the Hunt for 1 minute. During this time, you gain the following benefits:

  • Heightened Senses: You can see invisible creatures and objects, as well as creatures hidden behind cover or in darkness.
  • Hunter's Focus: Your attacks ignore resistance to damage types dealt by your Arcane Arrows (e.g., force, thunder, etc.).
  • Piercing Precision: Your ranged attacks score a critical hit on a roll of 19 or 20.

Once you use this ability, you can’t do so again until you complete a long rest.

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