Fighter
Base Class: Fighter

Arcane Archer was a pretty sad subclass, with little to no resources to use in combat and a pretty sad limitation to bows to be viable. This Revision is designed to fix both of the issues,
giving Arcane Archer better resource pool as well as allowing it to work with all ranged or thrown weapons.

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.

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) You also learn one additional Arcane Shot
option when you reach 7th, 10th, 15th and 18th levels in this
subclass. Once per turn when you make a ranged weapon
attack as part of the Attack action, you can apply one of your
Arcane Shot options to that attack. You decide to use the
option when the projectile hits a creature, unless the option
doesn't involve an attack roll. You can use this ability the
amount of times equal to your proficiency modifier, and you
regain all expended uses of it when you finish a short or long
rest.

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 attack 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 attack hits it.

Beguiling Shot

Your enchantment magic causes this
attack to temporarily beguile its target. The creature hit by
the attack 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 attack with force energy
drawn from the school of evocation. The energy detonates
after your attack. Immediately after the attack 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
attack. The creature hit by the attack 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 attack strikes its target,
conjuration magic creates grasping, poisonous brambles,
which wrap around the target. The creature hit by the attack
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
attack an ethereal quality. When you use this option, you don't
make an attack roll for the attack. Instead, the attack shoots
forward in a line, which is 1 foot wide and has length equal to
weapon's normal range, before disappearing. The attack
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
attack, 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
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
projectile 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 projectile to travel to the target, the
target must make a Dexterity saving throw. Otherwise, the
projectile 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 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 attack,
causing it to occlude your foe's vision with shadows. The
creature hit by the attack 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.

Magic Shot

At 7th level, you gain the ability to infuse your attacks with
magic. Whenever you make a ranged attack with a
nonmagical weapon, you can make it magical for the purpose
of overcoming resistance and immunity to nonmagical
attacks and damage. The magic fades from the projectile
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 a ranged attack roll and miss,
you can use a bonus action to reroll the attack roll against a
different target within 60 feet of the original target.

Improved Arcane Shot

When you reach 10th level in this subclass, your mastery over
magic increases. Your Arcane Shot feature is no longer
limited to once per turn.

Every-Ready Shot

Starting at 15th level, your magical archery is available
whenever battle starts. When you roll initiative, you regain an
amount of Shots equal to half of your Proficiency Bonus. This
restoration cannot bring your total amount of shots over half
of your Proficiency Bonus.

Arcane Perfection

When you reach 18th level in this subclass, you achieve the
perfect mastery over your Arcane Shots. Each Arcane Shot
option improves according to Arcane Shot options table.

Comments

Posts Quoted:
Reply
Clear All Quotes