So I am preparing for a new campaign and have been given the ranged dakka dakka role, after talking it out with our team. So I ended up falling for the Fighter with the idea to build an archer. Initial and a no brainer decision was to pick the Arcane Archer, but the more I read into the subclasses, the less I see, how it can compete with the Battlemaster. So why would one pick the AA over BM?
At level 3 Arcane Archer has 2 special arrows versus the 3 of Battlemaster.
Arcane Archer and Battlemaster both recover their uses on a Short or Long Rest.
Arcane Archer uses Int as DC Score, Battlemaster uses Str or Dex as DC Score.
Arcane Archer has 8 Arrows versus Battlemaster's 16 Maneuvers.
Arcane Archer is stuck with her/his choices while the Battlemaster can expand hers/his with a Feat.
Arcane Archer has higher Alpha Strike while Battlemaster is more consistent in damage.
Arcane Archer is forced to use a bow with his abilities while Battlemaster can adapt to other weapons, with some maneuvers being strictly melee limited.
Just why... Why would you pick Arcane Archer? You get a Cantrip, cool. At level 7 your arrows count as Magical, but at this point you should have had a Bow to do that for you. Curving Shot is absolutely amazing, but the Ever-Ready Shot is... So so, at least at this level. Battlemaster on the other hand has the Know Your Enemy, which while cool and thematic can provide crucial information to the team without any ability checks, just some observation. Relentless is like Ever-Ready Shot, cool but much too late in the subclass.
So... You can max Dexterity and be an amazing archer or split your focus between Dexterity and Intelligence and be a good archer. Just what is the point, that I am missing? What are the upsides of Arcane Archer?
From playing an Arcane Archer for over a year, my personal take is - the situational utility is pretty cool. The Shot-Options are thematic and give you different types of damage- and control-effects.
Out of the gate - I totally agree with the number of options and uses per Short Rest - it was underwhelming to only have 2 uses - and they don't increase in damage until lvl 18, which is one of the biggest downsides for me. You get to use your Core-Feature, which should define the Subclass, twice every fight. That's it. The fact that you need INT for your DC makes this even worse. The only Feat I took was Sharpshooter, which made me realize that Curving Shot is the most amazing feature of the whole Subclass. For the rest, you pretty much have to focus on improving the raw Ability Scores in order to max DEX and get INT/CON as high as possible.
All that being said, I enjoyed the uses of the Arcane Shots themselves alot! Had some great experiences with Grasping, Bursting and Shadow Arrow throughout the campaign. Being able to do AoE-Force-damage without any saves was a nice feeling, so was effectively blinding a Wizard, who couldn't counterspell any of my groups casters, cause he couldn't see for more than 5 ft. Grasping Arrow was a pain for my DM on more than one occasion. The fact that you can use these like a Paladins Smite was a nice bonus on top.
You could theoretically pick up Martial Adept as an Arcane Archer as well btw.
The weapon restriction is the next part where I have to agree with you. While alot of DMs might be open to ignore the restriction, it still feels a bit odd when compairing to the Battlemaster, especially when this Subclass is tailored to ranged combat. Free Cantrip and proficiency isn't really more than flavor.
So when deciding on what to play, I think you need to ask yourself what you want to accomplish with the build. Arcane Archer will certainly be behind the Battlemaster in terms of damage, while he provides a different kind of utility. If you are looking to maximize damage, go for the Battlemaster. Especially Precision Attack will help you set off Sharpshooter penalties. Going the Arcane Archer route will push your character more into a situational support role, while being a decent archer the rest of the time.
In retrospect, I can only tell you that I had a lot of fun with mine, I wasn't looking to be the absolute top tier damage beast though.
I'd like to sell you on Arcane Archer, but I can't sell myself on it. I feel like Blade pact warlocks with a bow using eldritch smite do a better job at being arcane archers than the fighter subclass does.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I wish I could, but I can’t. The options you get are cool, but you can only ever do your special thing 2ce. A Wood Elf Battle Master with Sharpshooter, Elven Accuracy, and the rest dumped into ASIs will make you feel more magic Archer than the Arcane Archer.
If your DM will let you switch it to # of Uses = Int mod +1/LR, then you will still end up with the approximately 6 shots you would have gotten with 2 short rests anyway, but being able to use more than two of them per battle will make you feel 100% more magic archer.
Unless you’re in a party full of Monks and Warlocks who wanna take a nap after every fight anyway, then you’ll be fine with it the way it is written.
After playing Arcane Archer for a long time, I can honestly say that Gomani nails it. I’d personally take AA over BM any day too, for the following reasons:
Curving Arrow: statistically, adds (on average) one hit per round. So when you have 4 attacks per round with Sharpshooter you might hit an average of 2.5 times per round, well with Curving Arrow you will hit an average of 3.5 times per round. That’s substantial damage right out of the gate.
Arrows: Note closely a few things with arrows:
1) The saves are varied - you can target almost every type of save out there as needed. This is invaluable as you get to the higher levels and face an opponent that can resist most of the Battlemaster options.
2) You choose the arcane shot option after hitting - you can save your Arrow strikes for Critical Hits. That’s 4d6 extra damage twice per short rest (8d6 at higher levels), without even considering the special effects yet.
3) Shadow Arrow - hit with that with your first attack and Action Surge the same round and you get a LOT of attacks with advantage.
4) Grasping Arrow - no save, automatic 2d6 damage with every move (even flying).
5) Banishing Arrow - guaranteed way to stop concentration by an enemy wizard, druid, or ranger (they don’t get charisma save proficiency)
Ever Ready Shot: That means you can Shadow every single battle, giving you an absolutely devestating first round strike every battle. Or, use Grasping and get some battlefield control on one target each time.
Feat combinations: There are a couple options, but because Curving Arrow already utilizes your Bonus Action, you’re better off getting the ASIs you need to max out your Dex/Int/Con.
1) Sharpshooter FOR sure. You *want* to be forced to use Curving Arrow every round so sharpshooter is your best friend. That utilizes your Bonus Action to it’s fullest.
2) Elven Accuracy - combined with Shadow arrow? Phew!
Damage Types: The arrow effects themselves do some of the more unique damage types: psychic, force, and necrotic
Lastly: You can also use any magic item that requires attunement by a spellcaster, opening up a lot of magic item options as well. (Wands for example)
That's the input I was hoping for @Gomani and @Brewsky. Thanks a lot for the ideas @IamSposta! And for the honesty @crzyhawk :P
I forgot to mention, damage dealing is not the major focus of our team. We are more of the RP focused bunch, but I just like to look at every character and try to squeeze in as much as I can from them. But I really feel the disparity between the two subclasses. Going after what you two wrote, I looked into the Saving Throws called for by each subclass. And well, yeah Arcane Archer wins with the Banishing Arrow which requires a Charisma Saving throw. But other than that, Battle Master calls for either Strength or Wisdom, while Arcane Archer adds Dexterity as well.
I honestly feel like the Battle Master and Arcane Archer should have been merged into one subclass, with some maneuvers being explicitly melee and some ranged, but most just universal. You can call them a tactical mind or magically enhanced tricks.
Battle Master wins with the DC Mod coming from his main attack and defense feature, in my opinion. While I will probably end up playing as Arcane Archer, I just wanted to see, if I am missing something extremely obvious. Seems I am not.
Yeah, I can see the comparison but you will find they play completely different. An extra attack landing per round with curving arrow is the actual potency, which also adds the capability to apply those arrows as well (and fish for crits more easily).
To compare at Level 6, both with archery, sharpshooter, and max Dex (+5 to hit, +10 damage) vs AC 18 targets:
Arcane Archer, 2 attacks and Curved Arrow. Chance of 2 normal hits is 35.2%, chance of 1 hit is 43.2%, and chance of no hits is 21.6%. Damage per hit is average 4.5+10+5 = 19.5. 39*35.2% + 19.5*43.2% = 22.152
Battlemaster, 2 attacks. Chance of 2 normal hits is 16%, chance of 1 hit is 48%, and chance of no hits is 36%. 39*16% + 19.5*48% = 15.6.
Its a 42% increase in output per round. While some will gravitate to the Arrow Special effects, Curving Arrow really is the meat and potatoes of the class itself. Add on the fact you can choose any save, do some unique damage, and otherwise control the battlefield, it will definitely have a different flavour as you level up. I’ve played both and definitely enjoyed both, but they play very differently.
PS. Encourage your allies to give you some Flame Arrows...
Yeah, I can see the comparison but you will find they play completely different. An extra attack landing per round with curving arrow is the actual potency, which also adds the capability to apply those arrows as well (and fish for crits more easily).
To compare at Level 6, both with archery, sharpshooter, and max Dex (+5 to hit, +10 damage) vs AC 18 targets:
Arcane Archer, 2 attacks and Curved Arrow. Chance of 2 normal hits is 35.2%, chance of 1 hit is 43.2%, and chance of no hits is 21.6%. Damage per hit is average 4.5+10+5 = 19.5. 39*35.2% + 19.5*43.2% = 22.152
Battlemaster, 2 attacks. Chance of 2 normal hits is 16%, chance of 1 hit is 48%, and chance of no hits is 36%. 39*16% + 19.5*48% = 15.6.
Its a 42% increase in output per round. While some will gravitate to the Arrow Special effects, Curving Arrow really is the meat and potatoes of the class itself. Add on the fact you can choose any save, do some unique damage, and otherwise control the battlefield, it will definitely have a different flavour as you level up. I’ve played both and definitely enjoyed both, but they play very differently.
PS. Encourage your allies to give you some Flame Arrows...
They get the option at level 7, but I get what you mean. Thank you for the input. Will talk with my group, what to do and see what we come up with.
I have personally played every fighter subclass available and I have found Arcane Archer to be in my top 3. Battle master is fun for some people but I find it better to be a multiclass dip for other builds. If you want a fun long-range fighter I think Arcane Archer is the way to go. I've played my Arcane Archer for 7 levels over the course of about 2 years at this point and have had fun with him every session. My battle master character though has been sort of boring at times but I have only been playing him for about 6 months so that may change how I feel about him.
I have played Champion, Eldritch Knight and Arcane Archer and of at least those three my AA (up to level 10) was my fave. You are not going to the nova damage dealer, DPS machine, power caster. I found myself to be the clutch guy with cool moments. I caught a fleeing bandit who had information we needed with grasping arrow. I found an invisible wizard who hurling fireballs at us with seeking arrow, I killed 3 (low level and injured mind you) goblins with bursting arrow and I saved everyone's butt with banishing arrow against a giant who was whooping us so we could escape his cave hideout before we all died. As long as you know what role the AA best facilitates the more fun you will have.
In regards to the number of options, this probably won't be well received by most, but it's incredibly easy to create new options for this subclass, just look at existing druid or wizard single target spells of 2nd level, add 2d6 damage, or you could have a higher level spell that doesn't deal damage. They also tend to have lower damage. Just as an example, I just looked at thunderwave add an arrow to it, make it single target, you've got an arrow that propels somebody back on impact. An arrow with a sleep-like effect attached to it, an arrow that is essentially just the earthbind spell, or an arrow that is a single target confusion spell (roughly on par with banishment). Again these are just concepts, but they're incredibly easy to come up with.
Also another issue I notice most people have is they really don't like the limited uses of short rest abilities, so I usually just say triple the number of uses and make it a long rest ability so that it follows the guidelines set for 2 Short rests per day (1 use plus 2 recharges so triple per day).
The main point is for flavor over mechanics, from a mechanics standpoint there's no reason as a human to use a longsword 2-handed instead of a greatsword other than flavor, but some people do it. Some people just like the idea of somebody who shoots magical (arcane) effects at their opponents. I just feel like WotC came out with too few arrow options for people to enjoy the class as it is. (I mean really I know lightning arrow is a Ranger thing, but c'mon it's very thematic.)
My biggest confusion with AA at lvl7 is the magic arrow ability. As read, I understand that any arrow you fire is imbued with magic for the sake of overcoming creature resistance to non-magical attacks.
But I keep getting caught-up on the nature of magical weapons/ammunition... they add +1 to attacks and damage. Does that mean that a lvl7 AA can add +1 to ALL arrow attack and damage rolls for their magic arrows?
Not all magical weapons/ammo add a bonus to their attack and damage rolls. For example, any moon-touched sword or weapon of warning is a magic item and counts as such for the purpose of overcoming damage resistance, but neither also counts as a weapon, +1.
Thanks for that clarification, IamSposta! I made the assumption that magic weapons/ammo "overcame" non-magical resistances by offering (at least) a +1 to attack & damage rolls.
Admittedly, it was wishful thinking on my part, that there was an awesome trait to the AA subclass that I could utilize to make it more likely to get those hits/damage.
There is an awesome feature that you can utilize to make it more likely to get those hits/damage. For one thing, if you get a +1 Longbow then all of your shots will get a +1 Magic bonus. But more importantly, the Curving Shot feature make it more likely to get hits & damage.
Thanks for that clarification, IamSposta! I made the assumption that magic weapons/ammo "overcame" non-magical resistances by offering (at least) a +1 to attack & damage rolls.
Admittedly, it was wishful thinking on my part, that there was an awesome trait to the AA subclass that I could utilize to make it more likely to get those hits/damage.
It might come from the 3rd edition or PF ruling, where a weapon had to be a +1 before it could gain any other abilities, meaning a magical weapon or armor was at least a +1. 5th edition gave up on this idea.
Trip attack manouver from the Battlemaster, you can trick shot a manticore clean out of the sky. What can an Arcane Archer do that's more badass than that?
I have never played a samurai, but somebody said a samurai archer was a really strong option. That made me go look at samurai. None of their abilities are archer specific, but they look good. It may be something I may try in the future.
There's not much to it. You take the Sharpshooter feat and/or Elven Accuracy feat and whenever you want to turn something into a pincushion you use Fighting Spirit and Action Surge at the same time. Not a whole lot of depth to that battle strategy but it's effective.
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So I am preparing for a new campaign and have been given the ranged dakka dakka role, after talking it out with our team. So I ended up falling for the Fighter with the idea to build an archer. Initial and a no brainer decision was to pick the Arcane Archer, but the more I read into the subclasses, the less I see, how it can compete with the Battlemaster. So why would one pick the AA over BM?
Just why... Why would you pick Arcane Archer? You get a Cantrip, cool. At level 7 your arrows count as Magical, but at this point you should have had a Bow to do that for you. Curving Shot is absolutely amazing, but the Ever-Ready Shot is... So so, at least at this level. Battlemaster on the other hand has the Know Your Enemy, which while cool and thematic can provide crucial information to the team without any ability checks, just some observation. Relentless is like Ever-Ready Shot, cool but much too late in the subclass.
So... You can max Dexterity and be an amazing archer or split your focus between Dexterity and Intelligence and be a good archer. Just what is the point, that I am missing? What are the upsides of Arcane Archer?
From playing an Arcane Archer for over a year, my personal take is - the situational utility is pretty cool. The Shot-Options are thematic and give you different types of damage- and control-effects.
Out of the gate - I totally agree with the number of options and uses per Short Rest - it was underwhelming to only have 2 uses - and they don't increase in damage until lvl 18, which is one of the biggest downsides for me. You get to use your Core-Feature, which should define the Subclass, twice every fight. That's it. The fact that you need INT for your DC makes this even worse. The only Feat I took was Sharpshooter, which made me realize that Curving Shot is the most amazing feature of the whole Subclass. For the rest, you pretty much have to focus on improving the raw Ability Scores in order to max DEX and get INT/CON as high as possible.
All that being said, I enjoyed the uses of the Arcane Shots themselves alot! Had some great experiences with Grasping, Bursting and Shadow Arrow throughout the campaign. Being able to do AoE-Force-damage without any saves was a nice feeling, so was effectively blinding a Wizard, who couldn't counterspell any of my groups casters, cause he couldn't see for more than 5 ft. Grasping Arrow was a pain for my DM on more than one occasion. The fact that you can use these like a Paladins Smite was a nice bonus on top.
You could theoretically pick up Martial Adept as an Arcane Archer as well btw.
The weapon restriction is the next part where I have to agree with you. While alot of DMs might be open to ignore the restriction, it still feels a bit odd when compairing to the Battlemaster, especially when this Subclass is tailored to ranged combat. Free Cantrip and proficiency isn't really more than flavor.
So when deciding on what to play, I think you need to ask yourself what you want to accomplish with the build. Arcane Archer will certainly be behind the Battlemaster in terms of damage, while he provides a different kind of utility. If you are looking to maximize damage, go for the Battlemaster. Especially Precision Attack will help you set off Sharpshooter penalties. Going the Arcane Archer route will push your character more into a situational support role, while being a decent archer the rest of the time.
In retrospect, I can only tell you that I had a lot of fun with mine, I wasn't looking to be the absolute top tier damage beast though.
I'd like to sell you on Arcane Archer, but I can't sell myself on it. I feel like Blade pact warlocks with a bow using eldritch smite do a better job at being arcane archers than the fighter subclass does.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I wish I could, but I can’t. The options you get are cool, but you can only ever do your special thing 2ce. A Wood Elf Battle Master with Sharpshooter, Elven Accuracy, and the rest dumped into ASIs will make you feel more magic Archer than the Arcane Archer.
If your DM will let you switch it to # of Uses = Int mod +1/LR, then you will still end up with the approximately 6 shots you would have gotten with 2 short rests anyway, but being able to use more than two of them per battle will make you feel 100% more magic archer.
Unless you’re in a party full of Monks and Warlocks who wanna take a nap after every fight anyway, then you’ll be fine with it the way it is written.
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After playing Arcane Archer for a long time, I can honestly say that Gomani nails it. I’d personally take AA over BM any day too, for the following reasons:
Curving Arrow: statistically, adds (on average) one hit per round. So when you have 4 attacks per round with Sharpshooter you might hit an average of 2.5 times per round, well with Curving Arrow you will hit an average of 3.5 times per round. That’s substantial damage right out of the gate.
Arrows: Note closely a few things with arrows:
1) The saves are varied - you can target almost every type of save out there as needed. This is invaluable as you get to the higher levels and face an opponent that can resist most of the Battlemaster options.
2) You choose the arcane shot option after hitting - you can save your Arrow strikes for Critical Hits. That’s 4d6 extra damage twice per short rest (8d6 at higher levels), without even considering the special effects yet.
3) Shadow Arrow - hit with that with your first attack and Action Surge the same round and you get a LOT of attacks with advantage.
4) Grasping Arrow - no save, automatic 2d6 damage with every move (even flying).
5) Banishing Arrow - guaranteed way to stop concentration by an enemy wizard, druid, or ranger (they don’t get charisma save proficiency)
Ever Ready Shot: That means you can Shadow every single battle, giving you an absolutely devestating first round strike every battle. Or, use Grasping and get some battlefield control on one target each time.
Feat combinations: There are a couple options, but because Curving Arrow already utilizes your Bonus Action, you’re better off getting the ASIs you need to max out your Dex/Int/Con.
1) Sharpshooter FOR sure. You *want* to be forced to use Curving Arrow every round so sharpshooter is your best friend. That utilizes your Bonus Action to it’s fullest.
2) Elven Accuracy - combined with Shadow arrow? Phew!
Damage Types: The arrow effects themselves do some of the more unique damage types: psychic, force, and necrotic
Lastly: You can also use any magic item that requires attunement by a spellcaster, opening up a lot of magic item options as well. (Wands for example)
That's the input I was hoping for @Gomani and @Brewsky. Thanks a lot for the ideas @IamSposta! And for the honesty @crzyhawk :P
I forgot to mention, damage dealing is not the major focus of our team. We are more of the RP focused bunch, but I just like to look at every character and try to squeeze in as much as I can from them. But I really feel the disparity between the two subclasses. Going after what you two wrote, I looked into the Saving Throws called for by each subclass. And well, yeah Arcane Archer wins with the Banishing Arrow which requires a Charisma Saving throw. But other than that, Battle Master calls for either Strength or Wisdom, while Arcane Archer adds Dexterity as well.
I honestly feel like the Battle Master and Arcane Archer should have been merged into one subclass, with some maneuvers being explicitly melee and some ranged, but most just universal. You can call them a tactical mind or magically enhanced tricks.
Battle Master wins with the DC Mod coming from his main attack and defense feature, in my opinion. While I will probably end up playing as Arcane Archer, I just wanted to see, if I am missing something extremely obvious. Seems I am not.
Yeah, I can see the comparison but you will find they play completely different. An extra attack landing per round with curving arrow is the actual potency, which also adds the capability to apply those arrows as well (and fish for crits more easily).
To compare at Level 6, both with archery, sharpshooter, and max Dex (+5 to hit, +10 damage) vs AC 18 targets:
Arcane Archer, 2 attacks and Curved Arrow. Chance of 2 normal hits is 35.2%, chance of 1 hit is 43.2%, and chance of no hits is 21.6%. Damage per hit is average 4.5+10+5 = 19.5. 39*35.2% + 19.5*43.2% = 22.152
Battlemaster, 2 attacks. Chance of 2 normal hits is 16%, chance of 1 hit is 48%, and chance of no hits is 36%. 39*16% + 19.5*48% = 15.6.
Its a 42% increase in output per round. While some will gravitate to the Arrow Special effects, Curving Arrow really is the meat and potatoes of the class itself. Add on the fact you can choose any save, do some unique damage, and otherwise control the battlefield, it will definitely have a different flavour as you level up. I’ve played both and definitely enjoyed both, but they play very differently.
PS. Encourage your allies to give you some Flame Arrows...
They get the option at level 7, but I get what you mean. Thank you for the input. Will talk with my group, what to do and see what we come up with.
I have personally played every fighter subclass available and I have found Arcane Archer to be in my top 3. Battle master is fun for some people but I find it better to be a multiclass dip for other builds. If you want a fun long-range fighter I think Arcane Archer is the way to go. I've played my Arcane Archer for 7 levels over the course of about 2 years at this point and have had fun with him every session. My battle master character though has been sort of boring at times but I have only been playing him for about 6 months so that may change how I feel about him.
I have played Champion, Eldritch Knight and Arcane Archer and of at least those three my AA (up to level 10) was my fave. You are not going to the nova damage dealer, DPS machine, power caster. I found myself to be the clutch guy with cool moments. I caught a fleeing bandit who had information we needed with grasping arrow. I found an invisible wizard who hurling fireballs at us with seeking arrow, I killed 3 (low level and injured mind you) goblins with bursting arrow and I saved everyone's butt with banishing arrow against a giant who was whooping us so we could escape his cave hideout before we all died. As long as you know what role the AA best facilitates the more fun you will have.
Arcane archers also gain a bonus skill proficiency and a cantrip.
Battle master gives more superiority dice for maneuvers but arcane shots are higher power.
Curving shot is useful.
Personally, I find battle master more fun because they can use the benefits more frequently and surge better, but arcane archer isn't bad.
In regards to the number of options, this probably won't be well received by most, but it's incredibly easy to create new options for this subclass, just look at existing druid or wizard single target spells of 2nd level, add 2d6 damage, or you could have a higher level spell that doesn't deal damage. They also tend to have lower damage. Just as an example, I just looked at thunderwave add an arrow to it, make it single target, you've got an arrow that propels somebody back on impact. An arrow with a sleep-like effect attached to it, an arrow that is essentially just the earthbind spell, or an arrow that is a single target confusion spell (roughly on par with banishment). Again these are just concepts, but they're incredibly easy to come up with.
Also another issue I notice most people have is they really don't like the limited uses of short rest abilities, so I usually just say triple the number of uses and make it a long rest ability so that it follows the guidelines set for 2 Short rests per day (1 use plus 2 recharges so triple per day).
The main point is for flavor over mechanics, from a mechanics standpoint there's no reason as a human to use a longsword 2-handed instead of a greatsword other than flavor, but some people do it. Some people just like the idea of somebody who shoots magical (arcane) effects at their opponents. I just feel like WotC came out with too few arrow options for people to enjoy the class as it is. (I mean really I know lightning arrow is a Ranger thing, but c'mon it's very thematic.)
My biggest confusion with AA at lvl7 is the magic arrow ability. As read, I understand that any arrow you fire is imbued with magic for the sake of overcoming creature resistance to non-magical attacks.
But I keep getting caught-up on the nature of magical weapons/ammunition... they add +1 to attacks and damage. Does that mean that a lvl7 AA can add +1 to ALL arrow attack and damage rolls for their magic arrows?
Not all magical weapons/ammo add a bonus to their attack and damage rolls. For example, any moon-touched sword or weapon of warning is a magic item and counts as such for the purpose of overcoming damage resistance, but neither also counts as a weapon, +1.
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Thanks for that clarification, IamSposta! I made the assumption that magic weapons/ammo "overcame" non-magical resistances by offering (at least) a +1 to attack & damage rolls.
Admittedly, it was wishful thinking on my part, that there was an awesome trait to the AA subclass that I could utilize to make it more likely to get those hits/damage.
There is an awesome feature that you can utilize to make it more likely to get those hits/damage. For one thing, if you get a +1 Longbow then all of your shots will get a +1 Magic bonus. But more importantly, the Curving Shot feature make it more likely to get hits & damage.
DDB Buyers' Guide
Hardcovers, DDB, & You
DDB CONTENT TROUBLESHOOTING
It might come from the 3rd edition or PF ruling, where a weapon had to be a +1 before it could gain any other abilities, meaning a magical weapon or armor was at least a +1. 5th edition gave up on this idea.
Trip attack manouver from the Battlemaster, you can trick shot a manticore clean out of the sky. What can an Arcane Archer do that's more badass than that?
I have never played a samurai, but somebody said a samurai archer was a really strong option. That made me go look at samurai. None of their abilities are archer specific, but they look good. It may be something I may try in the future.
Anybody familiar with samurai archer?
There's not much to it. You take the Sharpshooter feat and/or Elven Accuracy feat and whenever you want to turn something into a pincushion you use Fighting Spirit and Action Surge at the same time. Not a whole lot of depth to that battle strategy but it's effective.