Fighter
Base Class: Fighter

Arcane Huntsmen exhibit a unique ability to weave the natural magic of the world into their archery by inscribing their bow or quiver with ancient words of power to produce supernatural effects. They stand among the most skilled and versatile warriors and scholars of the natural world.

Arcane Hunter Features

Fighter Level Feature
3rd The Great Hunt, Arcane Shot (2 options)
7th Curving Shot, Magic Arrow, Arcane Shot (4 options)
10th Critical Arrow, Arcane Shot (6 options)
15th Arcane Volley, Arcane Shot (8 options)
18th Empowered Arcane Shot, Arcane Shot (10 options)

The Great Hunt

At 3rd level, your senses open to the magical secrets of nature. You choose to gain proficiency in either the Arcana or the Nature skill. Additionally, you can cast the Hunter's Mark spell at first level at will.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below), which you can inscribe on a bow or quiver. It takes 30 minutes of careful concentration to make a new inscription.

Once per Attack action when you fire an arrow from a shortbow or longbow that you have inscribed with your arcane runes, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You can use this ability a number of times equal to 2 + your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.

You gain two additional Arcane Shot options of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each time you learn a new option, you can replace one option you know with a different one. Each option also improves when you become an 18th-level fighter.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Curving Shot

At 7th 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.

Critical Arrow

Starting at 10th level, your Arcane Shots score a critical hit on a roll of 19 or 20.

Arcane Volley

Starting at 15th level, you can use your Arcane Shot twice per Attack rather than once and 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.

Empowered Arrows

At 18th level, the damage dealt by your magic arrows increases by an amount equal to your Intelligence modifier.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects.

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

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.

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 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.

Burning Arrow

You wreathe your arrow in fiery ignan magic. When this arrow strikes your target fire explodes around them, dealing an extra 3d6 fire damage to the target. All creatures with in a 10 foot radius around your target must succeed on a Dexterity saving throw or take 3d6 fire damage. The explosion can be heard up to 300 feet away. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At 18th level, the fire damage increases to 6d6 and the radius increases to 20 feet.

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 must make a Dexterity saving throw. On a failure, they each take 2d6 force damage or half as much on a success.

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

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.

Ethereal Arrow

You infuse your arrow ethereal magic, binding yourself to it. When this arrow strikes its intended target, you become ethereal and travel along the path of the arrow, materializing in an open location within 5 feet of your target. If there is no open space within range, you remain in your current location and do not become ethereal.

When you reach 18th level in this class, you can bring up to one additional creature with you when travel with your arrow.

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.

Levitating Arrow

You imbue your arrow with magic drawn from the school of graviturgy. The creature hit by the arrow takes an extra 1d6 force damage and must also succeed on a Constitution saving throw or be lifted up to 10 feet into the air. While lifted in this way, it cannot move unless it has a fly speed. At the end of its next turn, it is sent crashing into the ground, taking 1d6 bludgeoning damage and falling prone.

The force and bludgeoning damage increases to 2d6 when you reach 18th level in this class.

Light Arrow

Your wrap your arrow in celestial light. When this arrow strikes your target, it takes an extra 2d6 radiant damage, sheds day light in a 10 foot radius,  and must succeed on a Constitution saving throw or become blinded until the beginning of your next turn. Any allies within 5 feet of the target gain 2d6 temporary hit points.

The radiant damage and temporary hit points both increase to 4d6 when you reach 18th level in this class.

Mist Arrow

You veil your arrow in auran magic that leaves a trail of heavy fog-like mist in it's wake. When you shoot this arrow, it turns into mist and travels 100 feet, leaving a trail of fog 10 feet wide and 10 feet tall that spreads around corners and heavily obscures everything inside it. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When you reach level 18th level in this class, the range is increased to 300 feet and it lasts for 10 minutes or until a wind of strong or greater speed (at least at least 21 miles per hour) disperses it.

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.

Scrying Arrow

You imbue your arrow with fey magic, transforming your arrow into the spirit of a glowing eagle that sheds bright light in a 10 foot radius and lasts up to 1 minute or until you are more than 300 feet from it or you dismiss it as a bonus action. The spirit has a flying speed of 60 feet, you can command it to fly to a point within 300 feet of you as a free action on your turn, and you can use a bonus action to see through it's eyes. You have advantage on all Wisdom Perception checks you make while looking through the spirit's eyes.

When you reach 18th level in this class, this arrow lasts for up to 1 hour and it's range is increased to 1 mile.

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.

Seismic Arrow

You infuse the arrow in terran magic, causing it to quiver violently. When this arrow strikes your target, it takes an extra 2d6 bludgeoning damage. If the target is on a solid surface, small fissures spread out from the target, shattering the surface in a 10 foot radius around it as your arrow creates a small seismic disturbance. The ground in the area becomes difficult terrain and any creatures in the radius must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone.

The bludgeoning damage increases to 4d6 and the radius increases to 20 feet when you reach 18th level in this class. 

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 become frightened and 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.

Slicing Arrow

Aquan magic transforms your arrow into a blade of water. 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 10 feet wide (your choice of horizontal or vertical) and 30 feet long, before disappearing. The blade of water cuts through softer objects like wood and cloth, but is stopped by stone and other hard surfaces. Creatures in the path of the water 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 2d6 slashing damage. On a successful save, a target takes half as much damage.

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

Slowing Arrow

When this arrow strikes its target, chronurgy magic attempts to alter its perception of time. The target creature must succeed on a Wisdom saving throw or be slowed until the end of its next turn. A creature slowed this way has it's movement speeds halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

At 18th level, this arrow effects all creatures within a 20 foot radius of the target. The target creature must still be hit in order for this effect to trigger.

Vengeful Arrow

Infernal magic permeates your arrow and curses your target. For the next minute, or until you target a different creature with this ability, whenever the target creature deals damage to you or an ally, the target is engulfed in hellish flames and takes 1d6 fire damage. This damage ignores any resistances.

The fire damage increases to 2d6 when you reach 18th level in this class.

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