Base Class: Fighter
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 prestidigitation or the druidcraft cantrip. Intelligence is your spellcasting ability for it.
Arcane Versatility
At 3rd level, thanks to practicing this style of archery, you are able to instead use your intelligence modifier for attack and damage rolls in replace of dexterity when making a ranged attack. If you did not have it already, you gain proficiency in ranged weapon attacks.
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).
Once per Attack action when you attack from a shortbow, longbow, or crossbow, you can apply one of your Arcane Shot options to that attack. You decide to use the option during the attack. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. On reaching 18th level you are able to use this ability twice per attack within the same limits.
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 time you learn a new option, you can replace one option you know with a different one.
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 random, safe location in the Feywild. The target hit by the shot takes an extra 2d4 force damage, and 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.
Beguiling Shot
Your enchantment magic causes this shot to temporarily beguile its target. The creature hit by the shot is considered vulnerable to your attacks, taking an extra 1d6 psychic damage from your successful attacks this turn. Additionally, 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.
Bursting Shot
You imbue your shot with force energy drawn from the school of evocation. The energy detonates after this attack. Immediately after the arrow hits anything, all creatures including objects within 10 feet radius must make a Dexterity save or take force damage split among them equal to the damage of your shot. Additionally, all creatures within the area takes an additional 2d4 force damage. If a creature succeed the save, they only take half of the damage done.
Enfeebling Shot
You weave necromantic magic into your shot. The creature hit by the shot is considered vulnerable to your attacks, taking an extra 1d6 necrotic damage from your successful attacks this turn. The target must also succeed on a Constitution saving throw, or the damage dealt by it is halved until the start of your next turn
Grasping Shot
When this shot hits its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by this shot is considered vulnerable to your attacks, taking an extra 1d4 poison damage from your successful attacks this turn. While grasped in the brambles, its speed is reduced by 10 feet, and it takes 1d4 poison damage each turn it moves 1 feet 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.
Levitating Shot
You imbue your shot with magic drawn from the school of graviturgy. The creature hit by the shot is considered vulnerable to your attacks, taking an extra 1d4 force damage from your successful attacks this turn, 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, as well as taking any extra fall damage if applicable.
Piercing Shot
You use transmutation magic to give your ranged attacks ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the ranged attack 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 shot, plus an extra 2d4 piercing damage. On a successful save, a target takes half as much damage. If the creature is behind full cover, it is considered surprised.
Seeking Shot
Using divination magic, you grant your attack 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 attack 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 attack, plus an extra 2d4 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, however you only learn how far away the target is.
Shadow Shot
You weave illusion magic into your attack, causing it to occlude your foe’s vision with shadows. The creature hit by the shot is considered vulnerable to your attacks, taking an extra 1d6 psychic damage from your successful attacks this turn, 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.
Slowing Shot
When this arrow strikes its target, chronurgy magic attempts to alter its perception of time. The creature hit by the shot is considered vulnerable to your attacks, taking an extra 1d4 force damage from your successful attacks this turn, and must succeed on a Wisdom saving throw or be slowed until the end of its next turn. A creature slowed in this way can't take reactions, has its movement halved, and it can't make more than one attack on its turn. In addition, the creature can only use either an action or a bonus action on its turn.
Magical Ammunition
At 7th level, you gain the ability to infuse or arrows (or bolts) with magic. Whenever you attack with a shortbow, longbow, or crossbow, you can enhance the arrows (or bolts) with magic to overcome resistance and immunity to nonmagical attacks and damage. The magic fades immediately after the attack hits or misses its target.
Magic Reservations
Starting at 7th level, you start pooling arcane energy into a reservoir after a long rest. Once per long rest, you are able to roll dice equal to 1d amount of arcane shot options you know. Doing so requires a bonus action. This feature improves at 15th and 18th level, allowing an additional use respectively.
Redirecting Shot
At 10th level, you learn how to augment your magical shots to not waste its magic. If your attack misses, you are able to select another target within 60 feet of the original when making an attack roll with a shortbow, longbow, or crossbow that uses any arrow (or bolts) that contains magic. By slowing your movement to a crawl, you are able to concentrate and redirect the shot to the new target, and roll a new attack dice In doing so, you can no longer move until the end of your turn, and your concentration is consumed.
Arcane Augmentations
Starting at 15th level, your arcane energy is widespread. Upon touching any weapon, you augment it automatically with your arcane energy, adding your intelligence modifier to any damage dice the weapon you are touching does. After no longer being in contact with said weapon, the weapon stops being augmented. This applies to any weapon you are holding, including dual wielding.
Dual Shots
At 18th level, when you take the attack action, instead of being able to apply only one arcane shot option to your attack you are able to apply two and combine their effects. You must pick which extra damage is applied for your options if necessary.
Arcane Archer Lore (part 1)
At 3rd level, you learn 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.
Arcana
Nature
Arcane Archer Lore (part 2)
At 3rd level, you learn some magical theory — typical for practitioners of this elven martial tradition. You choose to learn either the prestidigitation or the druidcraft cantrip. Intelligence is your spellcasting ability for it.
Druidcraft
Prestidigitation
Arcane Versatility
At 3rd level, thanks to practicing this style of archery, you are able to instead use your intelligence modifier for attack and damage rolls in replace of dexterity when making a ranged attack. You are also proficient in doing ranged attacks, if you are weren't already.
Dexterity
When firing a projectile you choose to use your dexterity modifier.
Intelligence
When firing a projectile you choose to use your dexterity intelligence modifier.
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).
Once per Attack action when you attack from a shortbow, longbow, or crossbow, you can apply one of your Arcane Shot options to that attack. You decide to use the option during the attack. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. On reaching 18th level you are able to use this ability twice per attack action, combining two effects.
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 time you learn a new option, you can replace one option you know with a different one.
Your Arcane Shot DC is equal to 8 + your proficiency bonus + your intelligence modifier.
Banishing Shot
You use abjuration magic to try to temporarily banish your target to a random, safe location in the Feywild. The target hit by the shot takes an extra 2d4 force damage, and 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.
Beguiling Shot
Your enchantment magic causes this shot to temporarily beguile its target. The creature hit by the shot is considered vulnerable to your attacks, taking an extra 1d6 psychic damage from your successful attacks this turn. Additionally, 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.
Bursting Shot
You imbue your shot with force energy drawn from the school of evocation. The energy detonates after this attack. Immediately after the arrow hits anything, all creatures including objects within 10 feet radius must make a Dexterity save or take force damage split among them equal to the damage of your shot. Additionally, all creatures within the area takes an additional 2d4 force damage. If a creature succeed the save, they only take half of the damage done.
Enfeeling Shot
You weave necromantic magic into your shot. The creature hit by the shot is considered vulnerable to your attacks, taking an extra 1d6 necrotic damage from your successful attacks this turn. The target must also succeed on a Constitution saving throw, or the damage dealt by it is halved until the start of your next turn.
Grasping Shot
When this shot hits its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by this shot is considered vulnerable to your attacks, taking an extra 1d4 poison damage from your successful attacks this turn. While grasped in the brambles, its speed is reduced by 10 feet, and it takes 1d4 poison damage each turn it moves 1 feet 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.
Levitating Shot
You imbue your shot with magic drawn from the school of graviturgy. The creature hit by the shot is considered vulnerable to your attacks, taking an extra 1d4 force damage from your successful attacks this turn, 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, as well as taking any extra fall damage if applicable.
Piercing Shot
You use transmutation magic to give your ranged attacks ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the ranged attack 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 shot, plus an extra 2d4 piercing damage. On a successful save, a target takes half as much damage. If the creature is behind full cover, it is considered surprised.
Seeking Shot
Using divination magic, you grant your attack 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 attack 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 attack, plus an extra 2d4 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, however you only learn how far away the target is.
Shadow Shot
You weave illusion magic into your attack, causing it to occlude your foe’s vision with shadows. The creature hit by the shot is considered vulnerable to your attacks, taking an extra 1d6 psychic damage from your successful attacks this turn, 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.
Slowing Shot
When this arrow strikes its target, chronurgy magic attempts to alter its perception of time. The creature hit by the shot is considered vulnerable to your attacks, taking an extra 1d4 force damage from your successful attacks this turn, and must succeed on a Wisdom saving throw or be slowed until the end of its next turn. A creature slowed in this way can't take reactions, has its movement halved, and it can't make more than one attack on its turn. In addition, the creature can only use either an action or a bonus action on its turn.
Magic Reservations
Starting at 7th level, you start pooling arcane energy into a reservoir after a long rest. Once per long rest, you are able to roll dice equal to 1d amount of arcane shot options you know. Doing so requires a bonus action. This feature improves at 15th and 18th level, allowing an additional use respectively.
Redirecting Shot
At 10th level, you learn how to augment your magical shots to not waste its magic. If your attack misses, you are able to select another target within 60 feet of the original when making an attack roll with a shortbow, longbow, or crossbow that uses any arrow (or bolts) that contains magic. By slowing your movement to a crawl, you are able to concentrate and redirect the shot to the new target, and roll a new attack dice In doing so, you can no longer move until the end of your turn, and your concentration is consumed.
Arcane Augmentations
Starting at 15th level, your arcane energy is widespread. Upon touching any weapon, you augment it automatically with your arcane energy, adding your intelligence modifier to any damage dice the weapon you are touching does. After no longer being in contact with said weapon, the weapon stops being augmented. This applies to any weapon you are holding, including dual wielding.
Dual Shots
At 18th level, when you take the attack action, instead of being able to apply only one arcane shot option to your attack you are able to apply two and combine their effects. You must pick which extra damage is applied for your options if necessary.
Magical Ammunition
At 7th level, you gain the ability to infuse or arrows (or bolts) with magic. Whenever you attack with a shortbow, longbow, or crossbow, you can enhance the arrows (or bolts) with magic to overcome resistance and immunity to nonmagical attacks and damage. The magic fades immediately after the attack hits or misses its target.
Previous Versions
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Omg it has stuff!!