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 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.

Arcane Archer 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 or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your ranged attacks. When you gain this feature, you have 3 Arcane Points. You gain 1 more Arcane Point each time you gain a fighter level. When you level You can use these Arcane Points in a number of ways, and you regain all expended points when you finish a long rest. When you make a ranged weapon attack, you can apply one of your Arcane Shot options to that attack. See "Arcane Shot Options" below for details.

You have memorized a number of Arcane Shot Options equal to your proficiency bonus, and you can only use these options. When you finish a long rest, you can choose new Arcane Shot options to memorize.

Lesser Arcane Shot

At 7th level, you gain the ability to infuse your attacks with additional magic. You gain the following "Lesser Arcane Shot" options. You can apply any amount of Lesser Arcane Shots to a ranged attack, and you can apply a Lesser Arcane Shot even if you apply a normal Arcane Shot.

Elemental Shot. When you hit a creature with a ranged attack, you can expend 1 Arcane Point to cause that creature to take an additional 1d8 damage. The damage type is your choice of acid, cold, fire, lightning, poison, or thunder damage.

Far Shot. When you make a ranged attack roll, you can expend 1 Arcane Point to double that attack's normal and long range.

Seeking Shot. When you make an attack roll, you can expend 1 Arcane Point to cause that attack roll to have advantage. You can expend 2 Arcane Points to forgo making an attack roll. Instead, a target you can see within your weapon's range must make a Dexterity saving throw. In order to target a creature, they cannot have full cover. On a failed save the creature takes the attack's normal damage. On a successful save, they take half as much damage. If you apply an Arcane Shot to the attack, the creature only suffers its effects if they fail the saving throw. If you expend 3 Arcane Points, the effect is the same as if you expended 2, but you can target any creature within the weapon's range that you have seen within the last minute, as long as there is a clear path large enough for the weapon to pass through. The weapon moves around objects and ignores cover. 

You always have all Lesser Arcane Shot options memorized.

Curving Arrow

At 10th level, you learn how to direct an errant attack toward a new target. When you make an attack roll with a ranged weapon that you have applied an Arcane Shot or Lesser Arcane Shot to, and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Heightened Arcane Shot

Starting at 15th level, you can apply two Arcane Shots to one ranged attack. You still have to expend Arcane Points for both effects. If you apply a second Arcane Shot to an Arcane Shot option that targets multiple creatures, such as Ricochet Attack, you only have to expend Arcane Points once, but each creature hit suffers the effect.

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.

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

Banishing Shot. When you hit a creature with a ranged weapon attack, you can expend 2 Arcane Points to imbue the attack with banishing magic. If the attack hits, the creature suffers the normal effects of the attack, and 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.

Beguiling Shot. When you hit a creature with a ranged weapon attack, you can expend 3 Arcane Points. 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. While charmed in this way, the creature regards your chosen ally as a trusted friend. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Enfeebling Shot. When you hit a creature with a ranged weapon attack, you can expend 1 or 2 Arcane points. The creature must make a Constitution saving throw. If you expend 1 Arcane Point, the damage dealt by the creature's next weapon attack is halved on a failed save. If you expend 2 Arcane points, the damage dealt by the creature's weapon attacks is halved until the end of the creature's next turn on a failed save.

Ethereal Shot. Immediately before making a ranged weapon attack roll, you can expend 5 Arcane Points. If you do so, all non-living matter within 500 feet of you becomes transparent, and all creatures glow with a white light. Your ranged attack passes through all solid objects and ignores all cover, but damages creatures. All damage dealt by the attack becomes force damage. Once you have made the attack roll, the objects become opaque once again. 

Grasping Shot. When you hit a creature with a ranged weapon attack, you can expend 1 Arcane Point. That creature must succeed a Strength saving throw or be restrained until the end of it's next turn as spectral vines appear around it.

Piercing Shot. When you make a ranged weapon attack roll, you can expend 2 Arcane Points to cause your arrow to pass through creatures, causing damage to all of them. Your attack becomes a line effect that is 60 feet long and 5 feet wide. All creatures in that area must make a Dexterity saving throw. On a failed save, they take the weapon's normal damage. On a successful save, they take half as much damage.

Repeating Shot. When you make a ranged attack roll against a creature, you can expend 1 Arcane Point to make one additional ranged attack with the same weapon against that creature. You can use thus Arcane Shot multiple times on your turn, but you must expend one additional Arcane Point for each time you have used this option.

Ricochet Shot. When you hit a creature with a ranged weapon attack, you can expend 1 Arcane Point to cause the weapon to leap to another target. Choose a number of creature within 30 feet of the creature. For each creature you choose, you must expend 1 Arcane Point, and you can repeat the attack against that creature, rolling the same damage on a hit. The attacks originates from the first creature.

Shadow Shot. When you hit a creature with a ranged weapon attack, you can expend 1 Arcane Point to create a rectangular prism of magical darkness in the creature's space. Having darkvision does not allow a creature to see through this darkness, and nonmagical light cannot illuminate it. The cylinder is 5 feet wide and 10 feet tall. You can expend additional Arcane Points to create an additional rectangular prism that is 5 feet wide and 10 feet tall for each Arcane Point you expend. The areas of darkness must be adjacent to each other. 

Stunning Shot. When you hit a creature with a ranged weapon attack, you can expend 2 Arcane Points to force that creature to make a Constitution saving throw. On a failed save, they are stunned until the end of their next turn.

Telekinetic Shot. When you hit a creature with a ranged weapon attack, you can expend any amount of Arcane Points you choose. You may then move the creature in any direction up to a amount of feet equal to 5 x the amount of Arcane Points you expended.

Tracer Shot. When you make an attack roll with a ranged weapon, you can expend 1 Arcane Point to cause the weapon to flare bright orange. If you hit a creature with the attack, the next attack roll made against that creature has advantage.

Previous Versions

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