Rather than make an entire new thread, and seeing the fact that this thread has been going on since 2017, I'll just drop in my two cents.
Why can't this just be that you use the ability and then for that round, you get unlimited use of it?
The reason I bring this up is simple. Champions' ability is an 'always on' type ability. Conversely, Samurai uses their ability and they get advantage on all attacks for the entire turn duration that ability it used. Other UA classes and the like have similar power levels and aren't nearly as limited.
Personally, you toss out a ton of dice by doing this, but so do other classes arguably enough. I don't think tossing out a few magic arrows in a burst that rains living hell upon your enemies in a shotgun blast of raw unfiltered arcane power is as any different when you get up there with your extra attack as, let's say, literally warping reality and raining meteors from the heavens upon the field, or y'know, Becoming an avatar of your god. Who know, I might be wrong. Probably am. Maybe someone can number crunch this in comparison with other classes and what they can normally do.
Has anyone played an Arcane Archer that’s making these theory-crafting criticisms and home brew recommendations? Arcane Archer does MORE damage per round than any archer in the game (because of consistency).
Shadow Arrow and Action Surge and Curved Arrow combined can be an incredible amount of damage in ONE round.
Grasping Arrow has NO save for continuous no-concentration-required damage on movement...
Banishing Arrow is almost guaranteed against Wizards and Druids to end concentration...
But beyond this... curving arrow is the real bread and butter of this class and if combined with MORE Arcane Shot options per short rest is absolutely... insane. To give you perspective - the curving arrow will hit on avg 3 times per round with 4 attacks. Normal arrows will hit on avg 2 times per round. That’s an insane improvement. And the Arcane Shots are just icing.
And later... ever-ready shot changes this class completely. A free Arcane Shot every battle? Pure insanity.
I would love to hear your stories instead on how your Arcane Archer damage was so underwhelming at level 10-20 that you needed somehow more Arcane Shots...
I think the issue here is partly due to expectation vs. reality. In 3.5, "Arcane Archer" implied "person with spells and arrows" who put spells onto arrows. In 5e, we have an archer who (as of 7th level) has high accuracy, and can occasionally pop off a couple of trick arrows using 'magic', and who has prestidigitation. So, people (rightfully?) expecting that a subclass sharing the same name as the old prestige class would be vaguely similar end up somewhat disappointed by the fact that there's a lot more "Archer" than "Arcane" in this edition.
Also, speaking on the actual mechanics, the scaling is...bad. You get 2 options at level 3, at what we'll call "base power level". The saves for these are on a stat that is secondary or tertiary for you as a fighter (depending on prioritization of Constitution), and the base power level of the effects is pretty good at level 3. However, while you get more options as you level up, you don't get any more use frequency until level 15 and the power level doesn't increase until level 17 (and in the case of most arrows, that increase is...solidly mediocre). Basically, from my experience playing this, it ends up pretty neat from levels 3-6ish and levels 17-20. During the intervening levels, the level 7 feature giving you even more accuracy keeps you relevant as "a really accurate archer", but the 'arcane' side of the class just continues to dip in effectiveness.
My two cents, for what they're worth:
Changing the 2/rest to Int mod/rest would encourage int prioritization for the class and give people more uses of "their big shtick", which increases fun. Or, at the very least, increases the uses to 3 or 4 as you level up (sort of like how the warlock gets a third spell slot around 11).
An intermediary power bump on the arrows around level 9 or 10. Most of the bumps that occur at level 17 can be cut in half, and IMHO doing so and spreading them out helps keep the magic arrows relevant during the low teens, when the class is at its least fun.
So, nothing earth shattering, but some minor quality of life adjustments would go a long way, I think.
I have the number of uses scale with proficiency modifier. It works really well in my games, and my players enjoy having this feature more accessible, it gives them a hawkeye/green arrow feel. It also encourages them to use more of the arrow options available, as they don't feel they can't "waste" an arrow on, say, shadow arrow to blind one enemy, because they need to save bursting arrow for group threats.
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I think this thread should be better moved in the Ranger's Thread instead of the Fighters' Thread....
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Arcane Archer is a Fighter subclass/archetype detailed in Xanathar's Guide to Everything, not a Ranger subclass/conclave...
Author of Fellozial's Ultimate Guide to Poison, The Primal Gith, and other forthcoming titles at DMs Guild
Rather than make an entire new thread, and seeing the fact that this thread has been going on since 2017, I'll just drop in my two cents.
Why can't this just be that you use the ability and then for that round, you get unlimited use of it?
The reason I bring this up is simple. Champions' ability is an 'always on' type ability. Conversely, Samurai uses their ability and they get advantage on all attacks for the entire turn duration that ability it used. Other UA classes and the like have similar power levels and aren't nearly as limited.
Personally, you toss out a ton of dice by doing this, but so do other classes arguably enough. I don't think tossing out a few magic arrows in a burst that rains living hell upon your enemies in a shotgun blast of raw unfiltered arcane power is as any different when you get up there with your extra attack as, let's say, literally warping reality and raining meteors from the heavens upon the field, or y'know, Becoming an avatar of your god. Who know, I might be wrong. Probably am. Maybe someone can number crunch this in comparison with other classes and what they can normally do.
SCREW THE OGL
But wild shape lasts an hour per druid level. Twice per day. It also add major combat utility for Moon druid that can last through each fight.
2 shots per fight seems very underwhelming!
Has anyone played an Arcane Archer that’s making these theory-crafting criticisms and home brew recommendations? Arcane Archer does MORE damage per round than any archer in the game (because of consistency).
Shadow Arrow and Action Surge and Curved Arrow combined can be an incredible amount of damage in ONE round.
Grasping Arrow has NO save for continuous no-concentration-required damage on movement...
Banishing Arrow is almost guaranteed against Wizards and Druids to end concentration...
But beyond this... curving arrow is the real bread and butter of this class and if combined with MORE Arcane Shot options per short rest is absolutely... insane. To give you perspective - the curving arrow will hit on avg 3 times per round with 4 attacks. Normal arrows will hit on avg 2 times per round. That’s an insane improvement. And the Arcane Shots are just icing.
And later... ever-ready shot changes this class completely. A free Arcane Shot every battle? Pure insanity.
I would love to hear your stories instead on how your Arcane Archer damage was so underwhelming at level 10-20 that you needed somehow more Arcane Shots...
I think you mean Warlock does more damage per round than any archer in the game ;)
I think the issue here is partly due to expectation vs. reality. In 3.5, "Arcane Archer" implied "person with spells and arrows" who put spells onto arrows. In 5e, we have an archer who (as of 7th level) has high accuracy, and can occasionally pop off a couple of trick arrows using 'magic', and who has prestidigitation. So, people (rightfully?) expecting that a subclass sharing the same name as the old prestige class would be vaguely similar end up somewhat disappointed by the fact that there's a lot more "Archer" than "Arcane" in this edition.
Also, speaking on the actual mechanics, the scaling is...bad. You get 2 options at level 3, at what we'll call "base power level". The saves for these are on a stat that is secondary or tertiary for you as a fighter (depending on prioritization of Constitution), and the base power level of the effects is pretty good at level 3. However, while you get more options as you level up, you don't get any more use frequency until level 15 and the power level doesn't increase until level 17 (and in the case of most arrows, that increase is...solidly mediocre). Basically, from my experience playing this, it ends up pretty neat from levels 3-6ish and levels 17-20. During the intervening levels, the level 7 feature giving you even more accuracy keeps you relevant as "a really accurate archer", but the 'arcane' side of the class just continues to dip in effectiveness.
My two cents, for what they're worth:
So, nothing earth shattering, but some minor quality of life adjustments would go a long way, I think.
You got to be a grand master or something cause your int & wis is off the charts
I have the number of uses scale with proficiency modifier. It works really well in my games, and my players enjoy having this feature more accessible, it gives them a hawkeye/green arrow feel. It also encourages them to use more of the arrow options available, as they don't feel they can't "waste" an arrow on, say, shadow arrow to blind one enemy, because they need to save bursting arrow for group threats.