The Arcane Archer has some very fun options and abilities, but does not fully evoke the feeling of an archer infusing their arrows with magical might (at least more than twice per rest). So I am taking a crack at making a few changes to their abilities and arcane shot options to make it feel a little more magical. This is part of a larger collection of reworked subclasses called FIFY WotC
Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the 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 this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitationor the druidcraft cantrip.
Additionally, choose either Intelligence or Wisdom to act as your Arcane Archery modifier. If any option or feature outlined in this subclass requires a saving throw, your Arcane Archery save DC equals 8 + your proficiency bonus + the chosen modifier.
Woven Archery (FIFY)
At 3rd level, your study of arcane secrets allows you to learn to unleash special magical effects drawing from the many schools of magic. Although traditional practitioners of this art used bows, these arts can be applied to a variety of ranged weapons, including blowguns, crossbows, and slings. When you gain this feature, you learn two Woven Archery options of your choice (see “Woven Archery” below). Each option grants a passive benefit as well as an Arcane Shot option that can be applied as outlined below
Arcane Shot. Once per turn when you make a ranged weapon attack as part of the Attack action, you can apply one of your known Arcane Shot options to that piece of ammunition. You decide to use the option after the attack hits, unless the option doesn’t involve an attack roll. You can use your Arcane Shot twice, and you regain all expended uses of it when you finish a short or long rest.
You gain one additional use of your Arcane Shots per rest at 7th and 15th level. You gain an additional Woven Archery option of your choice when you reach 7th, 10th and 15th level in this class.
Magic Ammunition (FIFY)
At 7th level, you gain the ability to infuse your weapon with magic. Whenever you fire a nonmagical piece of ammunition, it becomes magical for the purposes of the attack. you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammunition 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 an attack roll with a magical piece of ammunition 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 archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
Arcane Volley
Starting at 15th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You can apply one of your known Arcane Shot options to an attack made as part of this action, expending a use as normal; however, you still cannot use your Arcane Shot options more than once per turn.
Improved Arcane Shots
At 18th level, you can now apply your Arcane Shot up to twice per turn, rather than once. Additionally, each Arcane Shot's damage increases as outlined in its description.
--Woven Archery Options--
Your study of the arcane arts has granted you some passive insight into the application of magic to your archery, each granting a passive effect and an Arcane Shot option. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
Abjuring Archery
Woven Durability. You learn the Resistance cantrip. Additionally, whenever you use your Indomitable feature, you and each creature of your choice within 10 feet can roll a d4 and add it to their saving throw.
Arcane Shot: Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s 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 arrow hits it.
Conjuring Archery
Arcane Grasp. You learn the Mage Hand cantrip. While the spectral hand is within 5 feet of you, you can ignore the loading property of weapons you are wielding, as the hand draws and loads ammunition for you.
Arcane Shot: Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow 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.
Divining Archery
Arcane Insights. You learn the Guidance cantrip. Additionally, when a creature targeted by this spell makes an ability check in a skill you are proficient in, it may add your Arcane Archery modifier to the roll’s total.
Arcane Shot: Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. 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. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, 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.
Dunamantic Archery
Attractive Tether. When you hit with a ranged weapon attack targeting an object or location, as a bonus action you can choose to increase the gravitational pull between yourself and it. If the target is smaller than you, it begins to hover and is immediately pulled up to 20 feet towards you. If the target is larger than you (or is a location), then you begin to hover and are immediately pulled up to 20 feet towards it. You (or the target) continue to hover and move towards the other an additional 20 feet at the start of each of your turns. This effect lasts for 1 minute, and ends early if the ammunition used is no longer in contact with the target or if you use this trait again. You can also end the effect early using your bonus action.
Arcane Shot: Stasis Condensing Arrow.You draw the power of dunamancy into your arrow to alter your foe's weight, rendering them immobile. The creature hit by the arrow takes an additional 2d6 force damage, and it must make a Constitution saving throw. On a failed save, the creature’s speed is reduced to 0 until the start of your next turn and it is knocked prone.
The force damage increases to 4d6 when you reach 18th level in this class.
Enchanting Archery
Sharp Tongue. You can add your Arcane Archery modifier to any Charisma skill check you make. Additionally, you can gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion.
Arcane Shot: Beguiling Arrow.Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and chooses 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.
Evoking Archery
Debilitating Critical. When you score a critical hit on an attack made with a ranged weapon, you can roll one additional weapon damage die. Additionally, if one of your Arcane Shot options is applied to this attack, each creature affected has disadvantage on its saving throw against the shot’s effect.
Arcane Shot: Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow 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.
Illusory Archery
Concealing Tricks. You learn the Minor Illusion cantrip. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack does not reveal your position. Additionally, making a ranged weapon attack which passes through an image created with Minor Illusion does not reveal it to be an illusion if the attack misses.
Arcane Shot: Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow 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.
Necromantic Archery
Sapping Tether. When you use your Second Wind feature, you can regain additional hit points equal to the CR (or level when applicable) of one creature you hit with a weapon attack on the same turn (minimum of 1 additional hit point). Once you do so, you cannot use this trait to regain additional hit points again until you finish a long rest.
Arcane Shot: Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow 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.
Transmuting Archery
Elemental Ammunition. Whenever you make a ranged weapon attack, you can change the attack’s damage type to one of the following: acid, cold, fire, lightning, or thunder.
Arcane Shot: Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow 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 arrow, 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.
Design notes
Changes to language. One big change I wanted to make was to make the subclass (RAW) useable for a variety of ranged weapons, not just bows. This is reflected in Magic Arrow being changed to Magic Ammunition.
Woven Archery. A few major changes here. Firstly, the character now gets two additional uses of their Arcane Shot option as they level up. Secondly, I reduced the number of options they choose as they level up, mainly because with some new additions each option is now more powerful. Thirdly, for each of the base Arcane Shot options in the original subclass, I added another passive trait (such as a new cantrip or way to use your Fighter abilities) in order to help make the Arcane Archer still feel magical, even when it is out of uses of its Arcane Shot. Finally, I designed an additional option around Dunamancy.
I see you took some notes from the last time we discussed this subclass: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/112010-arcane-archer-homebrew-replacement-features). I would still let the player choose Int or Wis depending on their preferred build chosen when they choose their cantrip. I would also remove the following wording from Magical Ammunition so it’s more obvious that it meshes with Curving Shot: “for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.”
I see you took some notes from the last time we discussed this subclass: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/112010-arcane-archer-homebrew-replacement-features). I would still let the player choose Int or Wis depending on their preferred build chosen when they choose their cantrip. I would also remove the following wording from Magical Ammunition so it’s more obvious that it meshes with Curving Shot: “for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.”
I was playing with the idea of allowing Int or Wis and may still go that route. Ill note the change to Magical Ammunition.
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If you're allowing Wisdom for DC, you should probably change the passive features of Divination and Enchanting Archery as well.
What's the point in specifying "a magical piece of ammunition" in Curving Shot if every piece of ammunition that you shoot is magical?
The Dunamancy Archery passive is worded in an odd way.
Enchanting Archery's passive says "you can proficiency."
Illusion Archery allowing you to shoot through minor illusion is useless to the extent that it's better to save the reader's time by not including it.
Is the extra HP from Necromantic Archery's passive supposed to be cumulative, or just of the highest? It should be clearer.
The naming for the Archeries is inconsistent. Consider changing Abjuration Archery to Abjuring Archery, Conjuration to Conjuring, Divination to Divining, Dunamancy to Dunamantic, Evocation to Evocative or Evoking, and Transmutation to Transmuting
I don't think you have to specify the width of the line in Transmutation Archery.
Also, 18th level is pretty lame. It's just some extra damage. I think making the passives improve (maybe giving a leveled spell) would make it better.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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If you're allowing Wisdom for DC, you should probably change the passive features of Divination and Enchanting Archery as well.
good point
What's the point in specifying "a magical piece of ammunition" in Curving Shot if every piece of ammunition that you shoot is magical?
Idk either. Its a holdover from the language of the published version.
The Dunamancy Archery passive is worded in an odd way.
Agreed, will need to play around with it.
Enchanting Archery's passive says "you can proficiency."
Illusion Archery allowing you to shoot through minor illusion is useless to the extent that it's better to save the reader's time by not including it.
I respectfully disagree. Being able to not only create something to hide behind but with the added benefit of not giving away your position by shooting from behind it is plenty useful for stealth and ambushes. Its like Skulker, but you can project your own cover for hiding behind.
Is the extra HP from Necromantic Archery's passive supposed to be cumulative, or just of the highest? It should be clearer.
It says "...each creature you hit with a weapon attack on the same turn (minimum of 1 additional hit point per creature)" I think thats pretty obvious language that it applies to more than one creature and is therefor cumulative. Nothing in the language suggests you just pick the highest.
The naming for the Archeries is inconsistent. Consider changing Abjuration Archery to Abjuring Archery, Conjuration to Conjuring, Divination to Divining, Dunamancy to Dunamantic, Evocation to Evocative or Evoking, and Transmutation to Transmuting
I don't think you have to specify the width of the line in Transmutation Archery.
Again, that is the original ability, as written. I am not sure it is necessary, but that was not my creative choice. I just didnt see a reason to change it.
Also, 18th level is pretty lame. It's just some extra damage. I think making the passives improve (maybe giving a leveled spell) would make it better.
I could play with adding some buff to the passives as well. Ill have to think about it. Thanks for the feedback
Overall, I like the changes made here. Especially allowing the use of other ranged weapons for this subclass.
One thing that I would suggest changing is the 15th level feature. You've already made the arcane shots reset on a short rest and by 15th level the fighter will have 4 of them. In my opinion, it seems unlikely that a situation would occur where the Fighter uses all 4 shots in one battle and then doesn't take a short rest afterward. The upgrades to arcane shot just seem to make it useless.
Just spitballing ideas; I don't know if this would work or not.
Ricochet
Starting at 15th level, you have learned to use your opponents' proximity to their own detriment. Once per round, when you make a ranged attack and do not use your arcane shot feature on the attack, you may have the projectile ricochet off of your target to another creature within 10ft of the target. You may then treat that creature as your target and repeat this effect a number of times equal to your Intelligence or Wisdom modifier e.g. +3 modifier equals 3 bounces total. A creature can only be affected by this once per round. You may choose to have the initial attack and/or any of the bounces deal no damage.
For this feature, I was thinking of characters like Green Arrow and Hawkeye who with a single arrow can take down hordes of enemies. I gave the option of dealing no damage because this allows the fighter to use their allies in the chain without hurting them.
Overall, I like the changes made here. Especially allowing the use of other ranged weapons for this subclass.
One thing that I would suggest changing is the 15th level feature. You've already made the arcane shots reset on a short rest and by 15th level the fighter will have 4 of them. In my opinion, it seems unlikely that a situation would occur where the Fighter uses all 4 shots in one battle and then doesn't take a short rest afterward. The upgrades to arcane shot just seem to make it useless.
Just spitballing ideas; I don't know if this would work or not.
Ricochet
Starting at 15th level, you have learned to use your opponents' proximity to their own detriment. Once per round, when you make a ranged attack and do not use your arcane shot feature on the attack, you may have the projectile ricochet off of your target to another creature within 10ft of the target. You may then treat that creature as your target and repeat this effect a number of times equal to your Intelligence or Wisdom modifier e.g. +3 modifier equals 3 bounces total. A creature can only be affected by this once per round. You may choose to have the initial attack and/or any of the bounces deal no damage.
For this feature, I was thinking of characters like Green Arrow and Hawkeye who with a single arrow can take down hordes of enemies. I gave the option of dealing no damage because this allows the fighter to use their allies in the chain without hurting them.
This sounds pretty cool.
Would it be too much if you required a bonus action for this? Or would that make it not as effective or something?
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i’m inclined to agree with you about the Illusury Shot ‘Boom. I always liked the trick of hiding inside/behind an illusion to get the drop on something, but it always sucks eggs when that shot misses and the illusion is wrecked. But now that I think about it Ever-Ready Shot isn’t bad, but it needs something more at that level.
Is the extra HP from Necromantic Archery's passive supposed to be cumulative, or just of the highest? It should be clearer.
It says "...each creature you hit with a weapon attack on the same turn (minimum of 1 additional hit point per creature)" I think thats pretty obvious language that it applies to more than one creature and is therefor cumulative. Nothing in the language suggests you just pick the highest.
"You can regain additional hit points equal to the CR (or level when applicable) of each creature you hit with a weapon attack" kinda implies that every creature you hit with a weapon attack has the same CR/level. Anyways, I think it would be better balance if it only worked with the highest CR/level creature you hit.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Is the extra HP from Necromantic Archery's passive supposed to be cumulative, or just of the highest? It should be clearer.
It says "...each creature you hit with a weapon attack on the same turn (minimum of 1 additional hit point per creature)" I think thats pretty obvious language that it applies to more than one creature and is therefor cumulative. Nothing in the language suggests you just pick the highest.
"You can regain additional hit points equal to the CR (or level when applicable) of each creature you hit with a weapon attack" kinda implies that every creature you hit with a weapon attack has the same CR/level. Anyways, I think it would be better balance if it only worked with the highest CR/level creature you hit.
My thought is that by making it cumulative it allows this option to scale with the number of attacks you have in addition to the increasing CR of creatures you fight. So choosing this option early will only let you get extra healing off of one creature, but by level 20 you can heal off of up to 4 creatures. The tradeoff is that to get the biggest heal you would have to spread your attack across four targets rather than melting a single target and potentially removing it from the battlefield. Granted, if the DM is throwing four CR 20+ creatures at you, the healing could be a little spicy for sure. Ill have to think about it.
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Starting at 15th level, you have learned to use your opponents' proximity to their own detriment. Once per round, when you make a ranged attack and do not use your arcane shot feature on the attack, you may have the projectile ricochet off of your target to another creature within 10ft of the target. You may then treat that creature as your target and repeat this effect a number of times equal to your Intelligence or Wisdom modifier e.g. +3 modifier equals 3 bounces total. A creature can only be affected by this once per round. You may choose to have the initial attack and/or any of the bounces deal no damage.
For this feature, I was thinking of characters like Green Arrow and Hawkeye who with a single arrow can take down hordes of enemies. I gave the option of dealing no damage because this allows the fighter to use their allies in the chain without hurting them.
Is the idea that you make a separate attack roll for each target or roll the attack once and compare it against each target ?
Edit. I have tried my hand at writing my own version of this ability and want to see what you think. I took some inspiration from Chaos Bolt, but instead of tying it to a damage roll or to a modifier (as you suggested), I toyed with tying it to your weapon's range. Take the longbow, for example, that has a normal range of 150 feet. My version of the ability basically suggests that even if you hit a target within 10 feet of you, the arrow would still have enough power to travel another 140 feet, potentially hitting more targets. Its a little wordy, but let me know what you think.
Arcane Ricochet
At 15th level, when you hit a creature with a ranged weapon attack, if the distance between you and the target is less than your weapon’s normal range you can choose to have the ammunition deflect towards another creature within 30 feet of the original target. Make a new attack roll for the new target. On a hit, you deal the weapon’s damage as normal and the ammunition can deflect again if the total distance it has traveled is less than your weapon’s normal range.
You can use this feature a number of times equal to your Intelligence (or Wisdom) modifier, and regain all expended uses following a long rest.
Is the extra HP from Necromantic Archery's passive supposed to be cumulative, or just of the highest? It should be clearer.
It says "...each creature you hit with a weapon attack on the same turn (minimum of 1 additional hit point per creature)" I think thats pretty obvious language that it applies to more than one creature and is therefor cumulative. Nothing in the language suggests you just pick the highest.
"You can regain additional hit points equal to the CR (or level when applicable) of each creature you hit with a weapon attack" kinda implies that every creature you hit with a weapon attack has the same CR/level. Anyways, I think it would be better balance if it only worked with the highest CR/level creature you hit.
My thought is that by making it cumulative it allows this option to scale with the number of attacks you have in addition to the increasing CR of creatures you fight. So choosing this option early will only let you get extra healing off of one creature, but by level 20 you can heal off of up to 4 creatures. The tradeoff is that to get the biggest heal you would have to spread your attack across four targets rather than melting a single target and potentially removing it from the battlefield. Granted, if the DM is throwing four CR 20+ creatures at you, the healing could be a little spicy for sure. Ill have to think about it.
By 20th level, I'm afraid the ability would mostly get used out of combat- on other players. I would recommend making it target only one creature but also change it so that it doesn't have to recharge (which would also be simpler).
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Is the extra HP from Necromantic Archery's passive supposed to be cumulative, or just of the highest? It should be clearer.
It says "...each creature you hit with a weapon attack on the same turn (minimum of 1 additional hit point per creature)" I think thats pretty obvious language that it applies to more than one creature and is therefor cumulative. Nothing in the language suggests you just pick the highest.
"You can regain additional hit points equal to the CR (or level when applicable) of each creature you hit with a weapon attack" kinda implies that every creature you hit with a weapon attack has the same CR/level. Anyways, I think it would be better balance if it only worked with the highest CR/level creature you hit.
My thought is that by making it cumulative it allows this option to scale with the number of attacks you have in addition to the increasing CR of creatures you fight. So choosing this option early will only let you get extra healing off of one creature, but by level 20 you can heal off of up to 4 creatures. The tradeoff is that to get the biggest heal you would have to spread your attack across four targets rather than melting a single target and potentially removing it from the battlefield. Granted, if the DM is throwing four CR 20+ creatures at you, the healing could be a little spicy for sure. Ill have to think about it.
By 20th level, I'm afraid the ability would mostly get used out of combat- on other players. I would recommend making it target only one creature but also change it so that it doesn't have to recharge (which would also be simpler).
Thats a fair point. I will change it in the way you suggested.
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The Dunamancy Archery passive is worded in an odd way.
Okay, I tried making a change to this one. Its a bit wordy, but I think the intended effect is more clear. The ultimate goal in my design is to use Dunamancy magic to replicate the "grappling hook gun" effect from popular media, like Batman or Green Arrow. If you have any suggestions on how this could be more clearly worded, let me know.
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Okay, since the consensus seems to be that we need something more at high level (either a new 15th level ability, an 18th level feature, or both) I have put together a few potential ideas that I think could fit in at either level. Let me know what you think.
Ricochet (FinalChaos's suggestion)
Starting at Xth level, you have learned to use your opponents' proximity to their own detriment. Once per round, when you make a ranged attack and do not use your arcane shot feature on the attack, you may have the projectile ricochet off of your target to another creature within 10ft of the target. You may then treat that creature as your target and repeat this effect a number of times equal to your Intelligence or Wisdom modifier e.g. +3 modifier equals 3 bounces total. A creature can only be affected by this once per round. You may choose to have the initial attack and/or any of the bounces deal no damage.
Arcane Ricochet (my twist on FinalChaos's suggestion)
At Xth level, when you hit a creature with a ranged weapon attack, if the distance between you and the target is less than your weapon’s normal range you can choose to have the ammunition deflect towards another creature within 30 feet of the original target. Make a new attack roll for the new target. On a hit, you deal the weapon’s damage as normal and the ammunition can deflect again if the total distance it has traveled is less than your weapon’s normal range.
You can use this feature a number of times equal to your Intelligence (or Wisdom) modifier, and regain all expended uses following a long rest.
Arcane Volley (drawing inspiration from Hunter Ranger)
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Additionally, when you take this action you can choose to expend a use of your Arcane Shot option, applying its effect to every attack made as part of the action. Once you do so, you cannot apply your Arcane Shot in this way until you finish a long rest.
Rapid-Fire Surge (trying to synergize more with the base kit of the Fighter)
When you take an additional Attack action using your Action Surge feature, you can apply one of your known Arcane Shot options to one of the attacks made without expending a use of the feature. You can do this regardless of if you already used one of your Arcane Shots as a part of your normal action.
Also, I added a tidbit to Arcane Archer Lore and reworded the other features so that we do not need to say "Intelligence or Wisdom" everywhere
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The Dunamancy Archery passive is worded in an odd way.
Okay, I tried making a change to this one. Its a bit wordy, but I think the intended effect is more clear. The ultimate goal in my design is to use Dunamancy magic to replicate the "grappling hook gun" effect from popular media, like Batman or Green Arrow. If you have any suggestions on how this could be more clearly worded, let me know.
The new text is certainly more clear to me. Maybe just add in something that says it only lasts for a minute.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Okay, since the consensus seems to be that we need something more at high level (either a new 15th level ability, an 18th level feature, or both) I have put together a few potential ideas that I think could fit in at either level. Let me know what you think.
Ricochet (FinalChaos's suggestion)
Starting at Xth level, you have learned to use your opponents' proximity to their own detriment. Once per round, when you make a ranged attack and do not use your arcane shot feature on the attack, you may have the projectile ricochet off of your target to another creature within 10ft of the target. You may then treat that creature as your target and repeat this effect a number of times equal to your Intelligence or Wisdom modifier e.g. +3 modifier equals 3 bounces total. A creature can only be affected by this once per round. You may choose to have the initial attack and/or any of the bounces deal no damage.
Arcane Ricochet (my twist on FinalChaos's suggestion)
At Xth level, when you hit a creature with a ranged weapon attack, if the distance between you and the target is less than your weapon’s normal range you can choose to have the ammunition deflect towards another creature within 30 feet of the original target. Make a new attack roll for the new target. On a hit, you deal the weapon’s damage as normal and the ammunition can deflect again if the total distance it has traveled is less than your weapon’s normal range.
You can use this feature a number of times equal to your Intelligence (or Wisdom) modifier, and regain all expended uses following a long rest.
Arcane Volley (drawing inspiration from Hunter Ranger)
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Additionally, when you take this action you can choose to expend a use of your Arcane Shot option, applying its effect to every attack made as part of the action. Once you do so, you cannot apply your Arcane Shot in this way until you finish a long rest.
Rapid-Fire Surge (trying to synergize more with the base kit of the Fighter)
When you take an additional Attack action using your Action Surge feature, you can apply one of your known Arcane Shot options to one of the attacks made without expending a use of the feature. You can do this regardless of if you already used one of your Arcane Shots as a part of your normal action.
Also, I added a tidbit to Arcane Archer Lore and reworded the other features so that we do not need to say "Intelligence or Wisdom" everywhere
Of the three you made, my favorite is arcane volley.
Starting at 15th level, you have learned to use your opponents' proximity to their own detriment. Once per round, when you make a ranged attack and do not use your arcane shot feature on the attack, you may have the projectile ricochet off of your target to another creature within 10ft of the target. You may then treat that creature as your target and repeat this effect a number of times equal to your Intelligence or Wisdom modifier e.g. +3 modifier equals 3 bounces total. A creature can only be affected by this once per round. You may choose to have the initial attack and/or any of the bounces deal no damage.
For this feature, I was thinking of characters like Green Arrow and Hawkeye who with a single arrow can take down hordes of enemies. I gave the option of dealing no damage because this allows the fighter to use their allies in the chain without hurting them.
Is the idea that you make a separate attack roll for each target or roll the attack once and compare it against each target ?
Edit. I have tried my hand at writing my own version of this ability and want to see what you think. I took some inspiration from Chaos Bolt, but instead of tying it to a damage roll or to a modifier (as you suggested), I toyed with tying it to your weapon's range. Take the longbow, for example, that has a normal range of 150 feet. My version of the ability basically suggests that even if you hit a target within 10 feet of you, the arrow would still have enough power to travel another 140 feet, potentially hitting more targets. Its a little wordy, but let me know what you think.
Arcane Ricochet
At 15th level, when you hit a creature with a ranged weapon attack, if the distance between you and the target is less than your weapon’s normal range you can choose to have the ammunition deflect towards another creature within 30 feet of the original target. Make a new attack roll for the new target. On a hit, you deal the weapon’s damage as normal and the ammunition can deflect again if the total distance it has traveled is less than your weapon’s normal range.
You can use this feature a number of times equal to your Intelligence (or Wisdom) modifier, and regain all expended uses following a long rest.
The idea for this was that you make a separate roll for each target, but even if you miss, the chain is not broken because a "miss" would just be treated as the projectile bouncing off harmlessly.
While I think your version is cool, it sort of takes away the whole point I was going for with this feat. I wanted this feature to showcase the gunslinger classic line: "You've only got one bullet ... It's enough." My feature would allow a fighter with a maxed modifier to potentially hit 6 targets with the same arrow. It also encourages greater battlefield awareness and strategy from the player as they try to maneuver their enemies and allies to hit as many enemies as possible in one go.
Also upon reading over it again, by tying the limit to the weapon's range, you're allowing an insanely high number of attacks. If someone was wielding a heavy crossbow, they could potentially hit 20 creatures with a single attack. I realize that this is improbable but uses horde combats with a lot of creatures bunched together then this feature becomes broken, especially if you allow for an arcane shot to be on the projectile.
Also upon reading over it again, by tying the limit to the weapon's range, you're allowing an insanely high number of attacks. If someone was wielding a heavy crossbow, they could potentially hit 20 creatures with a single attack. I realize that this is improbable but uses horde combats with a lot of creatures bunched together then this feature becomes broken, especially if you allow for an arcane shot to be on the projectile.
Its not very likely. In contrast to your version, my chain is broken if you miss with a single attack. Since you always have that 5% chance of a natural 1, the odds of it jumping across all 20 creatures is fairly low. And, as you already pointed out, having 20 creatures grouped up like that is pretty unlikely as well. Chaos Bolt could potentially jump an infinite number of times, but realistically youll hit a point where you either dont roll the value you need or you run out of targets within the required range.
Additionally, since each one is a separate attack, the Arcane Shot would only apply to one part of the chain. Its the same projectile, but Arcane Shot only applies to a single attack. If, in either version, we are making separate attack rolls for each target then the Arcane Shot option would not bounce with the arrow.
Either way, I think that even though a chain or jumping-attack mechanic could be fun, it might be messy and using one of the other options may be the way to go.
Okay, since the consensus seems to be that we need something more at high level (either a new 15th level ability, an 18th level feature, or both) I have put together a few potential ideas that I think could fit in at either level. Let me know what you think.
Ricochet (FinalChaos's suggestion)
Starting at Xth level, you have learned to use your opponents' proximity to their own detriment. Once per round, when you make a ranged attack and do not use your arcane shot feature on the attack, you may have the projectile ricochet off of your target to another creature within 10ft of the target. You may then treat that creature as your target and repeat this effect a number of times equal to your Intelligence or Wisdom modifier e.g. +3 modifier equals 3 bounces total. A creature can only be affected by this once per round. You may choose to have the initial attack and/or any of the bounces deal no damage.
Arcane Ricochet (my twist on FinalChaos's suggestion)
At Xth level, when you hit a creature with a ranged weapon attack, if the distance between you and the target is less than your weapon’s normal range you can choose to have the ammunition deflect towards another creature within 30 feet of the original target. Make a new attack roll for the new target. On a hit, you deal the weapon’s damage as normal and the ammunition can deflect again if the total distance it has traveled is less than your weapon’s normal range.
You can use this feature a number of times equal to your Intelligence (or Wisdom) modifier, and regain all expended uses following a long rest.
Arcane Volley (drawing inspiration from Hunter Ranger)
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Additionally, when you take this action you can choose to expend a use of your Arcane Shot option, applying its effect to every attack made as part of the action. Once you do so, you cannot apply your Arcane Shot in this way until you finish a long rest.
Rapid-Fire Surge (trying to synergize more with the base kit of the Fighter)
When you take an additional Attack action using your Action Surge feature, you can apply one of your known Arcane Shot options to one of the attacks made without expending a use of the feature. You can do this regardless of if you already used one of your Arcane Shots as a part of your normal action.
Also, I added a tidbit to Arcane Archer Lore and reworded the other features so that we do not need to say "Intelligence or Wisdom" everywhere
Of the three you made, my favorite is arcane volley.
I like arcane volley as well, but looking at it it may be too powerful. The main Arcane Shot option I am worried about pairing with this is Bursting Arrow from evocation. Its statistically very unlikely, but if the 10 foot radius area was filled with creatures (occupying 25 spaces total) and you hit every single one with the attack roll with Bursting Shot attached, then the creature sitting in the center will be taking 50d6 extra damage (or 100d6 at level 18).
Seeking Arrow could also be wacky, as you could replace every attack you would have made within the volley with arrows that seek out some poor bastard you saw 1 minute ago who would be stuck making a ton of Dex saves. T
I would like to make this ability work but it does feel like there are some strange combinations with the Arcane Shot options the more that I think about it. I, of course, could just remove the stipulation that you can apply your Arcane Shot to every attack, but then its basically the same as the 11th level option for Hunter Rangers and I am not really sure it would feel good as an 11th level option. I could be wrong though. As long as there are more than 4 creatures within 10 feet of point it could still be a better use of your action than Attacking, plus since its on this fighter instead of a ranger you could still tack on Action Surge, Curving Shot, and one use of Arcane Shot.
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Okay, for right now I have added Arcane Volley at 15th level, but removed the stipulation that adding an Arcane Shot option applies to all of the attacks. Instead, I just added that you could use an Arcane Shot as part of one of the attacks for this action (as RAW for the base ability it is tied explicitly to the Attack action).
For 18th level, I added a small buff that you could apply your Arcane Shots to attacks up to twice per turn rather than once, which improves this fighter's burst damage possibilities, especially since each use individually will now do more damage at this level.
Thoughts?
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The Arcane Archer has some very fun options and abilities, but does not fully evoke the feeling of an archer infusing their arrows with magical might (at least more than twice per rest). So I am taking a crack at making a few changes to their abilities and arcane shot options to make it feel a little more magical. This is part of a larger collection of reworked subclasses called FIFY WotC
Design notes
Changes to language. One big change I wanted to make was to make the subclass (RAW) useable for a variety of ranged weapons, not just bows. This is reflected in Magic Arrow being changed to Magic Ammunition.
Woven Archery. A few major changes here. Firstly, the character now gets two additional uses of their Arcane Shot option as they level up. Secondly, I reduced the number of options they choose as they level up, mainly because with some new additions each option is now more powerful. Thirdly, for each of the base Arcane Shot options in the original subclass, I added another passive trait (such as a new cantrip or way to use your Fighter abilities) in order to help make the Arcane Archer still feel magical, even when it is out of uses of its Arcane Shot. Finally, I designed an additional option around Dunamancy.
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I see you took some notes from the last time we discussed this subclass: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/112010-arcane-archer-homebrew-replacement-features). I would still let the player choose Int or Wis depending on their preferred build chosen when they choose their cantrip. I would also remove the following wording from Magical Ammunition so it’s more obvious that it meshes with Curving Shot: “for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.”
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I was playing with the idea of allowing Int or Wis and may still go that route. Ill note the change to Magical Ammunition.
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Also, 18th level is pretty lame. It's just some extra damage. I think making the passives improve (maybe giving a leveled spell) would make it better.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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good point
Idk either. Its a holdover from the language of the published version.
Agreed, will need to play around with it.
I respectfully disagree. Being able to not only create something to hide behind but with the added benefit of not giving away your position by shooting from behind it is plenty useful for stealth and ambushes. Its like Skulker, but you can project your own cover for hiding behind.
It says "...each creature you hit with a weapon attack on the same turn (minimum of 1 additional hit point per creature)" I think thats pretty obvious language that it applies to more than one creature and is therefor cumulative. Nothing in the language suggests you just pick the highest.
Again, that is the original ability, as written. I am not sure it is necessary, but that was not my creative choice. I just didnt see a reason to change it.
I could play with adding some buff to the passives as well. Ill have to think about it. Thanks for the feedback
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Overall, I like the changes made here. Especially allowing the use of other ranged weapons for this subclass.
One thing that I would suggest changing is the 15th level feature. You've already made the arcane shots reset on a short rest and by 15th level the fighter will have 4 of them. In my opinion, it seems unlikely that a situation would occur where the Fighter uses all 4 shots in one battle and then doesn't take a short rest afterward. The upgrades to arcane shot just seem to make it useless.
Just spitballing ideas; I don't know if this would work or not.
Ricochet
Starting at 15th level, you have learned to use your opponents' proximity to their own detriment. Once per round, when you make a ranged attack and do not use your arcane shot feature on the attack, you may have the projectile ricochet off of your target to another creature within 10ft of the target. You may then treat that creature as your target and repeat this effect a number of times equal to your Intelligence or Wisdom modifier e.g. +3 modifier equals 3 bounces total. A creature can only be affected by this once per round. You may choose to have the initial attack and/or any of the bounces deal no damage.
For this feature, I was thinking of characters like Green Arrow and Hawkeye who with a single arrow can take down hordes of enemies. I gave the option of dealing no damage because this allows the fighter to use their allies in the chain without hurting them.
This sounds pretty cool.
Would it be too much if you required a bonus action for this? Or would that make it not as effective or something?
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i’m inclined to agree with you about the Illusury Shot ‘Boom. I always liked the trick of hiding inside/behind an illusion to get the drop on something, but it always sucks eggs when that shot misses and the illusion is wrecked. But now that I think about it Ever-Ready Shot isn’t bad, but it needs something more at that level.
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"You can regain additional hit points equal to the CR (or level when applicable) of each creature you hit with a weapon attack" kinda implies that every creature you hit with a weapon attack has the same CR/level. Anyways, I think it would be better balance if it only worked with the highest CR/level creature you hit.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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My thought is that by making it cumulative it allows this option to scale with the number of attacks you have in addition to the increasing CR of creatures you fight. So choosing this option early will only let you get extra healing off of one creature, but by level 20 you can heal off of up to 4 creatures. The tradeoff is that to get the biggest heal you would have to spread your attack across four targets rather than melting a single target and potentially removing it from the battlefield. Granted, if the DM is throwing four CR 20+ creatures at you, the healing could be a little spicy for sure. Ill have to think about it.
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Is the idea that you make a separate attack roll for each target or roll the attack once and compare it against each target ?
Edit. I have tried my hand at writing my own version of this ability and want to see what you think. I took some inspiration from Chaos Bolt, but instead of tying it to a damage roll or to a modifier (as you suggested), I toyed with tying it to your weapon's range. Take the longbow, for example, that has a normal range of 150 feet. My version of the ability basically suggests that even if you hit a target within 10 feet of you, the arrow would still have enough power to travel another 140 feet, potentially hitting more targets. Its a little wordy, but let me know what you think.
Arcane Ricochet
At 15th level, when you hit a creature with a ranged weapon attack, if the distance between you and the target is less than your weapon’s normal range you can choose to have the ammunition deflect towards another creature within 30 feet of the original target. Make a new attack roll for the new target. On a hit, you deal the weapon’s damage as normal and the ammunition can deflect again if the total distance it has traveled is less than your weapon’s normal range.
You can use this feature a number of times equal to your Intelligence (or Wisdom) modifier, and regain all expended uses following a long rest.
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By 20th level, I'm afraid the ability would mostly get used out of combat- on other players. I would recommend making it target only one creature but also change it so that it doesn't have to recharge (which would also be simpler).
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Thats a fair point. I will change it in the way you suggested.
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Okay, I tried making a change to this one. Its a bit wordy, but I think the intended effect is more clear. The ultimate goal in my design is to use Dunamancy magic to replicate the "grappling hook gun" effect from popular media, like Batman or Green Arrow. If you have any suggestions on how this could be more clearly worded, let me know.
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Okay, since the consensus seems to be that we need something more at high level (either a new 15th level ability, an 18th level feature, or both) I have put together a few potential ideas that I think could fit in at either level. Let me know what you think.
Ricochet (FinalChaos's suggestion)
Starting at Xth level, you have learned to use your opponents' proximity to their own detriment. Once per round, when you make a ranged attack and do not use your arcane shot feature on the attack, you may have the projectile ricochet off of your target to another creature within 10ft of the target. You may then treat that creature as your target and repeat this effect a number of times equal to your Intelligence or Wisdom modifier e.g. +3 modifier equals 3 bounces total. A creature can only be affected by this once per round. You may choose to have the initial attack and/or any of the bounces deal no damage.
Arcane Ricochet (my twist on FinalChaos's suggestion)
At Xth level, when you hit a creature with a ranged weapon attack, if the distance between you and the target is less than your weapon’s normal range you can choose to have the ammunition deflect towards another creature within 30 feet of the original target. Make a new attack roll for the new target. On a hit, you deal the weapon’s damage as normal and the ammunition can deflect again if the total distance it has traveled is less than your weapon’s normal range.
You can use this feature a number of times equal to your Intelligence (or Wisdom) modifier, and regain all expended uses following a long rest.
Arcane Volley (drawing inspiration from Hunter Ranger)
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Additionally, when you take this action you can choose to expend a use of your Arcane Shot option, applying its effect to every attack made as part of the action. Once you do so, you cannot apply your Arcane Shot in this way until you finish a long rest.
Rapid-Fire Surge (trying to synergize more with the base kit of the Fighter)
When you take an additional Attack action using your Action Surge feature, you can apply one of your known Arcane Shot options to one of the attacks made without expending a use of the feature. You can do this regardless of if you already used one of your Arcane Shots as a part of your normal action.
Also, I added a tidbit to Arcane Archer Lore and reworded the other features so that we do not need to say "Intelligence or Wisdom" everywhere
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The new text is certainly more clear to me. Maybe just add in something that says it only lasts for a minute.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Of the three you made, my favorite is arcane volley.
The idea for this was that you make a separate roll for each target, but even if you miss, the chain is not broken because a "miss" would just be treated as the projectile bouncing off harmlessly.
While I think your version is cool, it sort of takes away the whole point I was going for with this feat. I wanted this feature to showcase the gunslinger classic line: "You've only got one bullet ... It's enough." My feature would allow a fighter with a maxed modifier to potentially hit 6 targets with the same arrow. It also encourages greater battlefield awareness and strategy from the player as they try to maneuver their enemies and allies to hit as many enemies as possible in one go.
Also upon reading over it again, by tying the limit to the weapon's range, you're allowing an insanely high number of attacks. If someone was wielding a heavy crossbow, they could potentially hit 20 creatures with a single attack. I realize that this is improbable but uses horde combats with a lot of creatures bunched together then this feature becomes broken, especially if you allow for an arcane shot to be on the projectile.
Its not very likely. In contrast to your version, my chain is broken if you miss with a single attack. Since you always have that 5% chance of a natural 1, the odds of it jumping across all 20 creatures is fairly low. And, as you already pointed out, having 20 creatures grouped up like that is pretty unlikely as well. Chaos Bolt could potentially jump an infinite number of times, but realistically youll hit a point where you either dont roll the value you need or you run out of targets within the required range.
Additionally, since each one is a separate attack, the Arcane Shot would only apply to one part of the chain. Its the same projectile, but Arcane Shot only applies to a single attack. If, in either version, we are making separate attack rolls for each target then the Arcane Shot option would not bounce with the arrow.
Either way, I think that even though a chain or jumping-attack mechanic could be fun, it might be messy and using one of the other options may be the way to go.
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I like arcane volley as well, but looking at it it may be too powerful. The main Arcane Shot option I am worried about pairing with this is Bursting Arrow from evocation. Its statistically very unlikely, but if the 10 foot radius area was filled with creatures (occupying 25 spaces total) and you hit every single one with the attack roll with Bursting Shot attached, then the creature sitting in the center will be taking 50d6 extra damage (or 100d6 at level 18).
Seeking Arrow could also be wacky, as you could replace every attack you would have made within the volley with arrows that seek out some poor bastard you saw 1 minute ago who would be stuck making a ton of Dex saves. T
I would like to make this ability work but it does feel like there are some strange combinations with the Arcane Shot options the more that I think about it. I, of course, could just remove the stipulation that you can apply your Arcane Shot to every attack, but then its basically the same as the 11th level option for Hunter Rangers and I am not really sure it would feel good as an 11th level option. I could be wrong though. As long as there are more than 4 creatures within 10 feet of point it could still be a better use of your action than Attacking, plus since its on this fighter instead of a ranger you could still tack on Action Surge, Curving Shot, and one use of Arcane Shot.
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Okay, for right now I have added Arcane Volley at 15th level, but removed the stipulation that adding an Arcane Shot option applies to all of the attacks. Instead, I just added that you could use an Arcane Shot as part of one of the attacks for this action (as RAW for the base ability it is tied explicitly to the Attack action).
For 18th level, I added a small buff that you could apply your Arcane Shots to attacks up to twice per turn rather than once, which improves this fighter's burst damage possibilities, especially since each use individually will now do more damage at this level.
Thoughts?
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