Base Class: Fighter
Arcane Shooter is a martial tradition that serves to allow the use of the schools of magic in conjunction with ranged weapons, giving even those without particular aptitudes for magic access to arcane power. The origins of this tradition lie with the elves, but the younger races have gradually been able to replicate the technique, making each Arcane Shooter unique. Arcane shooters serve as both soldiers and wardens, wielding their power as a means of felling foes that mundane means alone cannot slay. While they may not have the true connection with nature that rangers have, Arcane Shooters exhibit sharper hunting abilities than their mundane-quivered fellows, to allow them to better face down their quarries.
Arcane Shooter Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of this mystical 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.
Arcana
Arcana proficiency
Nature
Nature proficiency
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 make a ranged attack using any ranged weapon that is not a net as part of the Attack action, you can apply one of your Arcane Shot options to that shot. You decide to use the option when the attack hits, unless the option doesn’t involve an attack roll. You may use Arcane Shots a number of times equal to 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, and 15th level. When you reach these levels, you may also replace one of the options you knew with another one that you are of appropriate level for.
Befuddling Shot (10th level)
Infusing an arrow with abjuration magic, the target of your shot finds difficulty in manifesting or maintaining its spells.
The creature hit by the ammo takes an additional 2d6 force damage. A creature hit by this attack has disadvantage on saving throws made to concentrate on spells until the start of your next turn. The next time the creature attempts to cast a spell, it must roll an Intelligence saving throw against your arcane shot DC. On a failure, the creature has disadvantage on all spell attack rolls it makes during its turn, and creatures have advantage on saving throws against its spells until the end of its next turn. On a success, it is uninhibited in its spellcasting.
Overdraw: The force damage increases by 1d6. Until the end of your next turn, all creatures that succeed the saving throw against the target creature’s spells take no damage on a successful save.
The force damage increases to 4d6 when you reach 18th level in this class.
Beguiling Shot (3rd level)
Your enchantment magic causes this arrow to temporarily beguile its target.
The creature hit by the arrow takes an extra 2d6 psychic damage. Following dealing damage, 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.
Overdraw: The psychic damage increases by 1d6, on its turn while it is charmed by this ability, the creature must spend its action praising and complimenting the chosen ally.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Shot (3rd level)
You imbue your arrow with violent energy drawn from the school of evocation. Empowering your shots with elemental malice, the ammunition detonates after your attack.
Immediately after the shot hits the creature, the target takes 3d6 fire, cold, or lightning damage. All other creatures within 10 feet of the target must roll a Dexterity saving throw, taking half as much damage on a success. You decide the damage type when you use this feature.
Overdraw: The damage increases by 2d6.
The explosion damage increases to 5d6 when you reach 18th level in this class.
Curative Shot (7th level)
Infusing a piece of ammunition with abjuration magic, the target of your shot is healed rather than harmed.
You must choose this option prior to making the attack. Choose one creature you can see within your weapon's long range (or short range if it has no long range). The target regains 3d6 hit points.
Overdraw: You may end either one disease or one condition afflicting the target. The condition can be blinded, deafened, paralyzed, or poisoned.
The healing increases to 6d6 when you reach 18th level in this class.
Enfeebling Shot (15th level)
You weave necromantic magic into your shot, sapping your target’s vitality.
The creature hit by the shot must succeed on a Constitution saving throw or suffer a penalty on attack rolls until the start of your next turn. The penalty equals your Intelligence modifier.
Overdraw: The penalty also applies to ability checks and saving throws.
The target takes an additional 2d6 necrotic damage when you reach 18th level in this class.
Festering Shot (10th level)
You weave necromantic magic into your shot, causing the wounds it inflicts to be slow to heal.
The creature hit by the shot takes an extra 2d6 necrotic damage. The target is also unable to regain hit points for 1 minute. It may make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
Overdraw: Every time it fails the saving throw against this effect, the target takes 2d6 necrotic damage.
The initial necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping Shot (3rd level)
When this ammo strikes its target, conjuration magic creates clingy, vicious brambles, which wrap around the target.
The creature hit by the shot takes an extra 1d6 magical piercing damage, and it takes 1d6 poison 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.
Overdraw: Both the piercing and poison damage increase by 2d6, the target creature being poisoned for the duration that the brambles last.
The piercing and poison damage increases to 2d6 each when you reach 18th level in this class.
Seeking Shot (3rd level)
Using divination magic, you grant your ammo a mind of its own, 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 shot, plus an extra 1d6 piercing 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.
Overdraw: The additional piercing damage increases by 2d6, and, on a failed save, you have advantage on attack rolls against the target for 1 minute.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Shadow Shot (15th level)
You weave illusion magic into your shot, causing it to occlude your foe’s vision with mists and shadows.
The creature hit by the shot 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.
Overdraw: The psychic damage increases by 2d6, and the creature is blinded and deafened until the end of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Warping Shot (7th level)
You use transmutation magic to give your ammo a shifting property, briefly polymorphing a portion of the target’s body, to reduce its ability to harm.
Immediately after the shot hits a creature, the magic within it warps and mutates their body harmlessly, but painfully. The target creature takes 2d6 bludgeoning, piercing, or slashing damage, and must roll a Constitution saving throw. On a failed save, the creature drops any items it is holding, releases any creatures it is grappling, and is rendered unable to physically manipulate items or grapple creatures for 1 minute. At the end of each of its turns, it can repeat this saving throw, ending the effect on a success. You decide the damage type when you use this feature.
Overdraw: The damage dealt increases by 1d6. The creature falls prone for the duration that it is left unable to manipulate items, the condition remaining so long as it is still under this arrow’s effect.
The extra damage increases to 4d6 when you reach 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 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.
Arcane Overdraw
At 7th level, you learn how to increase the power that you put into a piece of ammo, increasing its magical potency. Before you use one of your arcane shot options, you can decide to amplify its effect, causing additional harm to the creature targeted by this feature. When you overdraw an Arcane Shot, you expend two uses of your arcane shot feature, amplifying the effect of the shot based on the type that you used, as detailed in the Arcane Shot Options.
The latent power of your regular shots also increases. Your ranged weapons count as magical for purposes of overcoming resistance and immunity.
Additional Arcane Shot options
Reminder that you get access to more Arcane Shot options. This is here only so Beyond sees a level 10 feature.
Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain 2 uses.
Arcane Arbalest
At 18th level, you may select one of two unique Arcane Shot Options. Using one of these options expends two uses of your Arcane Shot feature. These unique arcane shots are Mystical Shot and Banishing Shot.
Banishing Shot
The creature hit by the arrow must succeed on a Charisma saving throw or be banished to a harmless demiplane. 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.
Mystical Shot
When you use this option, you do not make an attack roll for the attack. Instead, the shot flies forward in a line, 5 feet wide, and 100 feet in length. The ammo ignores cover, passing through all non-magical objects, leaving a scorched hole 5 feet in diameter as it passes through them. Any creature in the path of the ammo must roll a dexterity saving throw against your Arcane Shot DC, taking 6d8 force damage, and being knocked prone on a failure. On a success, they take half damage, and do not fall prone.
All objects within the path of fire take double damage from the projectile, collapsing or falling apart at the end of your turn if brought to 0 hit points.
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