Fighter
Base Class: Fighter

Arcane Archers are some of the most elite of long-range combatants, as they are adept in both archery and the applications of weaving magic into bow and arrow. Their affinity for the arcane enables these marks people to apply the basic concepts of each school of magic, and enhance their aim, which is already true, with simple forms of spellcasting and magical carvings for their ranged arsenal.

Bowyer & Arrowsmith

When you choose this archetype at 3rd level, you gain proficiency with woodcarver’s tools and in the Arcana skill, and you learn the prestidigitation cantrip.

In addition, when you use your woodcarver’s tools to craft a magical bow or arrow, the process takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Arcane Arrow

At 3rd level, you learn to unleash special magical effects with some of your arrows. You learn two Arcane Arrow of your choice, from among the options described in the Arcane Arrow feature.

Once per turn when you attack a target with a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Arrow options to the arrow. You can use this ability a number of times equal to your Intelligence modifier (minimum of one), and you regain all expended uses of it when you finish a short or long rest.

Each time you gain a level in this class, you can replace one Arcane Arrow you know with a different Arcane Arrow.  You gain an additional Arcane Arrow option of your choice when you reach certain levels in this class: 5th, 11th, and 20th level. Each option also improves when you become an 18th-level fighter.

Magic Bow

At 7th level, you can enhance a magical or nonmagical bow when you finish a long rest. To do so, you spend one hour carving magical sigils into a shortbow or longbow that last until you carve them on a different bow. The bow gains the following properties:

  • The bow serves as spellcasting focus for the Arcane Archer spells you have learned.
  • The bow is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • The damage die size of the bow and the arcane arrows you shoot from it becomes a d10.

Curving Shot

At 10th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow 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 Arrow remaining, you regain one use of it.

In addition, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Godspeed

At 18th level, you have mastered both magic and the bow, as well as using them in conjunction. You can spend one use of your Action Surge feature to cast the haste spell on yourself or you can spend two uses to cast the swift quiver spell.

Arcane Arrow Options

The Arcane Arrow feature lets you choose options for it at certain levels. The following options are available to you when you grasp an Arcane Arrow, which each have a magical effect associated with one of the schools of magic. Moreover, when you grasp an Arcane Arrow, you also learn a cantrip from the same school of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Abjuration 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.

In addition, you learn the resistance cantrip.

Conjuration 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.

In addition, you learn the mage hand cantrip.

Divination 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.

In addition, you learn the guidance cantrip.

Enchantment 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 choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

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

In addition, you learn the friends cantrip.

Evocation 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.

In addition, you learn the light cantrip

Illusion 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.

In addition, you learn the minor illusion cantrip.

Necromancy 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.

In addition, you learn the spare the dying cantrip

Transmutation 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.

In addition, you learn the mending cantrip.

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