Arcanist (Fighter Arcane Archer Rework For Throwing Weapons) Image

to go along with my other home brews to bring a thrown weapon specialist into the game. Be sure to check out Ranged expert and Thrown weapon fighting in the feats section. this is also meant to work with sharpshooter. 

Arcanist 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 attack. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).

Once per turn when you take a ranged attack action, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the attack hits, unless the option doesn’t involve an attack roll. You have two uses 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 18th-level fighter. 

Banishing Shot

 You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the ranged attack 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.

After you reach 18th level in this class, a target also takes 2d6 force damage when the attack hits it.

Beguiling Shot

 Your enchantment magic causes this ranged attack to temporarily beguile its target. The creature hit by the attack 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 4d6 when you reach 18th level in this class.

 Bursting Shot

 You imbue your ranged attack with force energy drawn from the school of evocation. The ranged attack detonates after your hit. Immediately after the attack hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

 Enfeebling Shot

 You weave necromantic magic into your ranged attacks. The creature hit by the ranged attack 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.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

 Grasping Shot

 When the ranged attack strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the ranged attack 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 18th level in this class.

 Piercing Shot

 You use transmutation magic to give your ranged attack an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the attack fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The attack 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 attack, 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 18th level in this class.

 Seeking Shot

 Using divination magic, you grant your ranged attack the ability to seek out your target, allowing the attack 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 attack 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 attack 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 attack, plus an extra 1d6 force 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.

The force damage increases to 2d6 when you reach 18th level in this class.

 Shadow Shot

 You weave illusion magic into your ranged attack, causing it to occlude your foe’s vision with shadows. The creature hit by the attack 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.

The psychic damage increases to 4d6 when you reach 18th level in this class.

 Magic Shot

At 7th level, you gain the ability to infuse weapons with magic. Whenever you attack with a nonmagical ranged weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the weapon immediately after it hits or misses its target.

Curving Shot

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

Ever-Ready Shot

Starting at 15th level, your magical shots are available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Previous Versions

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8/29/2022 1:46:47 PM
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Arcanist (Fighter Arcane Archer Rework For Throwing Weapons) Image

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