Base Class: Fighter
An Arcane Archer studies a unique method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the fey. They stand watch over the fringes of fey domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach fey settlements. Over the centuries, the methods of these fey 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 this faerie 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.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. (see “Arcane Shot Options” below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, 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 have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Each option also improves when you become an 18th-level fighter.
Elemental Arrow
You've learned to imbue your arrows with raw arcane energy. At 7th level, once on each of your turns when you hit a creature with an arrow, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target.
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 Shot remaining, you regain one use of it.
Improved Elemental Arrow
At 18th level, your Elemental Arrows now deal 2d8 and carry an additional effect depending on the element used.
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Fire- Your arrows erupt upon impact with the target, all creatures within 10ft of the struck target(excluding said target) must make a DEX save or take 2d8 fire damage.
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Lightning- Electricity arcs off your arrow on impact with the target, You may choose one creature within 60ft of the struck target(excluding said target) that creature must make a DEX save or take 2d8 lightning damage.
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Ice- The freezing cold of your arrows causes frost to form on your target, The struck target must make a CON save. A targets movement is reduced by 30ft on a failed save or half that on a success until the start of your next turn.
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