Base Class: Fighter
An Arcane Cowboy studies a unique methods of ranged fighting that weaves magic into their attacks to produce supernatural effects. Whether the Arcane Cowboy is an gunfighter, a hunter, or an archer, Arcane Cowboys can be some of the most elite warriors in any fight. They have learned to use their unique abilities to repel and control enemies as well as deal explosive damage that allows them to tip the scales in their favor.
Arcane Lore
At 3rd level, you learn magical theory typical for practitioners of this arcane martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the minor illusion or the thaumaturgy cantrip. You also gain one ritual spell that you can choose from the Wizard's spell list.
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).
When you fire a shot from a firearm, crossbow, or bow as part of the Attack action, you can apply one of your Arcane Shot options to that shot. You decide to use the option when the shot hits a creature, unless the option doesn’t involve an attack roll. You have a number of uses of this ability equal to your proficiency modifier, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Improved Cantrip Shot
At 7th level, you learned to make your cantrip attacks more deadly. Whenever you use a cantrip you add your INT modifier to the attack damage if it hits. You also gain an additional cantrip.
Curving Shot
At 7th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an arcane shot 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 Shot (4 Options)
At 10th level, you now can select 4 Arcane Shot Options.
Homing Shot
At 18th level, you have learned to create a number of unerring missiles that always hit your target. As an action can cast magic missile twice per short rest at 5th level.
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, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Banishing Shot
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 shot hits it.
Beguiling Shot
Your enchantment magic causes this shot to temporarily beguile its target. The creature hit by the shot 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.
Bursting Shot
You imbue your shot with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the shot 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.
Enfeebling Shot
You weave necromantic magic into your shot. The creature hit by the shot 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.
Grasping Shot
When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the shot 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.
Piercing Shot
You use transmutation magic to give your shot an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot 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 shot, 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.
Seeking Shot
Using divination magic, you grant your shot 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 shot 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 shot 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.
Shadow Shot
You weave illusion magic into your shot, causing it to occlude your foe’s vision with shadows. The creature hit by the shot 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.







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