Fighter
Base Class: Fighter

 An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature - typical for practitioners of 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 druidcraft cantrip.

Arcane Shot

 At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn 3 Arcane Shot options of your choice (see "Arcane Shot Options" below). At the end of a long rest, you can exchange one of your known Arcane Shot option for another option. You learn an additional Arcane Shot of your choice at 7th, 10th, 15th, and 18th level.

 On your turn, when you make an attack roll using a ranged weapon, you can apply one of your Arcane Shot options to that attack. You must decide to use the option before you make the attack roll, unless the option doesn’t involve an attack roll. Each Arcane Shot has a cost called Shot Points, with each use consuming that many points from a pool with a maximum equal to your fighter level plus your Intelligence modifier (minimum of plus one). Your Shot Point pool regains a number of points equal to your proficiency bonus when you finish a short rest, and all points when you finish a long rest. 

 Each option also improves at 10th and 18th level.

Manifest Arrow

At 7th level, when you draw the string of your bow with no arrow knocked, an arrow made of magical force manifests and acts like a regular arrow. This counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arrow immediately fades away 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 a ranged attack roll and miss, you can reroll the attack roll against a different target within 60 feet of the original target. You can use this feature once per long rest, and every time you use it after that, it costs an additional shot point per use (first additional use costs 1 shot point, second additional use costs 2 shot points, etc.).

Vicious Eye

 At 10th level, you learn to be deadly with attacks, striking targets where they are weakest. Whenever you make an attack roll, you score a critical hit on a roll of 19-20 and whenever you land a critical hit, your bonus to damage is doubled.

Ever-ready Shot

At 15th level, your magical archery is available to you even in the midst of battle. Whenever you use your Second Wind feature to regain hit points, you also regain a number of Arcane Shot Points equal to half your fighter level. 

Unerring Aim

 At 18th level, your accuracy is uncannily precise and is unparalleled by other archers of your calibre. If you take the Attack action on your turn and make multiple attacks, you can forgo making an attack to gain advantage on the next attack roll you make from that same action. Additionally, you can use your Curving Shot feature a number of times per long rest equal to your proficiency bonus before you have to start expending shot points to use it.

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 Arrow

 (Costs 3 Points). 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, its speed is 0, and it is incapacitated. At the start of your next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

 When you reach 10th level in this class, a target also takes 2d6 force damage when the arrow hits it. This damage increases to 4d6 at 18th level.

Beguiling Arrow

 (Costs 2 Points). 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 be charmed by the chosen ally until the end 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 3d6 when you reach 10th level in this class, and to 4d6 when you reach 18th level.

Blight Arrow

 (Costs 3 Points). You imbue your arrow with powerful necromantic magic, granting it the power to drain moisture and vitality from its target. After an arrow hits a creature, it must make a Constitution saving throw, taking additional 2d6 necrotic damage on top of the arrow's base damage on a fail, or half as much necrotic damage on a success. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the necrotic damage is maximised. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

 The necrotic damage increases to 4d6 at 10th level, and to 6d6 at 18th level.

Bursting Arrow

 (Costs 3 Points). You imbue your arrow with elemental energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 damage each. You choose the damage type from the following; acid, cold, fire, force, lightning, poison, or thunder.

 The damage increases to 3d6 when you reach 10th level in this class, and to 4d6 when you reach 18th level.

Chronal Arrow

 (Costs 3 Points). You imbue your arrow with the temporal magics of dunamancy. When you hit a creature with this arrow, they take an additional 1d6 force damage and must make a Wisdom saving throw or be slowed as if via the slow spell until the end of your next turn.

 The force damage increases to 2d6 when you reach 10th level in this class, and to 3d6 when you reach 18th level. When you reach 10th level in this class, the slowing effect lasts for a number of rounds equal to your Intelligence modifier, and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Dispelling Arrow

 (Costs 1 Point). You weave abjurational magic into your arrow with the potential to straighten out the Weave. If the creature you hit is under the effects of a spell or other similar magical effect (at the DM's discretion), all applicable effects are dispelled from that creature. The highest spell level this can affect is equal to your Intelligence modifier (minimum of 1st level), any higher level is unaffected.

 When you reach 10th level in this class, a target also takes 1d6 force damage when the arrow hits it. This damage increases to 2d6 at 18th level.

Duplicating Arrow

 (Costs 2 Points). You imbue an arrow with potent conjuration magic, causing it to continuously duplicate mid-air. When you use this option, you don’t make an attack roll for the attack. Instead, each creature within a 30-foot cone from your location must make a Dexterity saving throw, taking 2d6 piercing damage on a fail, or half as much on a success.

 The damage increases to 4d6 when you reach 10th level in this class, and to 6d6 when you reach 18th level.

Enfeebling Arrow

 (Costs 2 Points). 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 10th level in this class, and to 6d6 when you reach 18th level. When you reach 10th level in this class, the effect lasts for a number of rounds equal to your Intelligence modifier, and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Forceful Arrow

 (Costs 2 Points). You imbue evocation magic into your arrow, making it more forceful in nature. The creature hit by the arrow must make a Strength saving throw or take 2d6 force damage and be pushed 15 feet directly away from you. On a successful save, the target takes half as much force damage and isn't pushed.

 The force damage increases to 4d6 when you reach 10th level in this class, and to 6d6 when you reach 18th level.

Frightening Arrow

 (Costs 1 Point). You weave phantasmal, illusion magic into your arrow, and project an illusion into the mind of your target. The creature hit by the arrow takes an additional 1d6 psychic damage, and it must make a Wisdom saving throw or become frightened of you or a creature you determine within 30 feet of it that it can see. The creature can use its action to remake the save on each of its turns but otherwise, the creature is frightened for 1 minute.

 The psychic damage increases to 2d6 at 10th level in this class, and to 3d6 when you reach 18th level.

Gravital Arrow

 (Costs 3 Points). You use gravity-manipulating dunamantic magics that cause your arrow to generate crushing force around its target. Each creature within 10 feet of the target must make a Constitution saving throw or be pulled up to 10 feet towards the arrow's target and take 2d6 force damage. If a creature succeeds the saving throw, they take half damage and are not pulled.

 The force damage increases to 3d6 at 10th level in this class, and to 4d6 when you reach 18th level.

Mindpiercing Arrow

 (Costs 2 Points). You weave disorienting enchantment magic into your arrow, dazing its target. The creature hit by the arrow must make a Wisdom saving throw or become incapacitated until the end of your next turn.

 When you reach 10th level in this class, a target also takes 1d6 psychic damage when the arrow hits it. This damage increases to 2d6 at 18th level.

Piercing Arrow

 (Costs 2 Points). 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 fires forward in a line, which is 1 foot wide and 60 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 additional 1d6 piercing damage. On a successful save, a target takes half as much damage.

 The piercing damage increases to 2d6 when you reach 10th level in this class, and to 4d6 when you reach 18th level.

Ricocheting Arrow

 (Costs 3 Points). You imbue transmuting energy into your arrow, and bend its physics to bounce between targets. When a creature is hit by this shot, it takes an additional 2d6 piercing damage, and the arrow change course to another creature of your choice within 30 feet. When it targets a new creature, they must make a Dexterity saving throw, take the same damage as the initial target on a failure or half as much on a success. 

 The arrow bounces to up to two new targets of your choice when you reach 10th level in this class, and bounces to up to four new targets of your choice when you reach 18th level, as long as all the targeted creatures are within 30 feet of the attack's initial target.

Seeking Arrow

 (Costs 4 Points). Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. 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 short range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it 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 10th level in this class, and to 4d6 when you reach 18th level.

Sensing Arrow

 (Costs 1 Point). You imbue your arrow with sensing divinatory magic, allowing you to know where creatures are in proximity of your target. When the arrow lands, whether in dirt or in an enemy's chest, you instantly know the location of all creatures within 10 feet of where the arrow landed, including invisible creatures or creatures in the Ethereal Plane.

 When you reach 10th level in this class, you detect creatures within a 20-foot radius of the arrow. This increases again to a 30-foot radius when you reach 18th level.

Shadow Arrow

 (Costs 3 Points). 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 blinded until the end of your next turn.

 The psychic damage increases to 4d6 when you reach 10th level in this class, and to 6d6 when you reach 18th level.

Teleportation Arrow

 (Costs 2 Points). You weave conjuration magic into your arrow, giving it teleportation properties. If the arrow lands within your weapon's short range, whether in dirt or in an enemy's chest, you instantly teleport to its location, and if you hit a creature, you can make one melee attack against the target as a bonus action.

 When you reach 10th level in this class, a target also takes 2d6 force damage when the arrow hits it. This damage increases to 4d6 at 18th level.

Comments

Posts Quoted:
Reply
Clear All Quotes