Any consensuses on Arcane Archer Fighter Seeking Arrow and Keen Mind Feat?
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.
KEEN MIND
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. Increase your Intelligence score by 1, to a maximum of 20. • You always know which way is north. • You always know the number of hours left before the next sunrise or sunset. • You can accurately recall anything you have seen or heard within the past month.
The key operating part of the spell is "choose one creature you have SEEN in the past minute." Being able to remember with keen mind doesn't change the fact whether the target was last seen in the timeframe specified as a spell. If it were me, I would allow it if the player gives up their inspiration for it because it's a fun idea.
Any consensuses on Arcane Archer Fighter Seeking Arrow and Keen Mind Feat?
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.
KEEN MIND
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. Increase your Intelligence score by 1, to a maximum of 20. • You always know which way is north. • You always know the number of hours left before the next sunrise or sunset. • You can accurately recall anything you have seen or heard within the past month.
The key operating part of the spell is "choose one creature you have SEEN in the past minute." Being able to remember with keen mind doesn't change the fact whether the target was last seen in the timeframe specified as a spell. If it were me, I would allow it if the player gives up their inspiration for it because it's a fun idea.
I would say the last minute thing is limit of the spell. Also the range of the spell attack also limiting