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 the 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 or bolts 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 this elven martial tradition. You gain proficiency in the Arcana and the Nature skill, and you choose to learn either the prestidigitation and 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).
Once per attack action when you fire an arrow or bolt from a shortbow ,longbow or crossbows 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 uses of this ability equal to your intelligence modifier+ your prof. bonus+3, and you regain all expended uses of it when you finish a short or long rest.
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.
At 7th 10th and 15th level you can learn an additional 3 shot options. and during long rests you may switch the options
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
arrow of slowness
This arcane shot functions like the slowness spell.
Banishing Arrow
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 6th level , a target also takes 2d6 force damage when the arrow hits it. at 10th and 15th the damage increases by 1d6.
Beguiling Arrow
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 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.
At 6th,10th and 15th the damage increases by 1d6
branding shot
after the target gets hit they fall under the effects of hunters mark
Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
at 6th 10th and 15th level the damage increases by 1d6.
commanding shot
when you use this option you may allow your allies who are in within range of the target to make a opportunity attack provided they are within range.
Enfeebling Arrow
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.
at 10th level the damage increases to 4d6
Grasping Arrow
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow 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 15th level
Kinetic Arrow
- Kinetic Arrow
You weave evocation magic into this arrow, causing it to exert extreme magical force when it hits the target. This arrow deals 2d6 extra magical bludgeoning damage. Also, the target must make a Strength Strength or be pushed up to 15 feet back and knocked prone.
at 10th level the damage increases to 4d6
leeching arrow
you hit your target with a necrotic imbued arrow dealing 2d6 damage extra and regaining half the damage dealt.
at 10th and 15th level the damage increases by 1d6
Lethargic Arrow
- Lethargic Arrow
You weave necromancy magic into this arrow. The target must make a Constitution saving throw or have one of the following effects occur:
- The target's speed is halved.
- The target cannot take the dash, disengage, or dodge actions.
Starting at 6th level you apply both effects.
Piercing Arrow
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 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 arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
at 6th, 10th and 15th level the damage increases by 1d6
pyrokinetic arrow
This arcane shot functions like the Pyrotechnics spell.
Scanning Arrow
- Scanning Arrow
You weave divination magic into this arrow, revealing the physiology of the target. You learn 3 of the following about the creature, which you select upon a hit:
- Their current hit points.
- Damage resistances.
- Damage vulnerabilities.
- Conditions the target has advantage against.
- Any spells or conditions currently effecting the target.
Starting at 10th level, you can also select the following:
- Damage immunities.
- Conditions the target is immune to.
Seeking Arrow
Using divination magic, you grant your arrow 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 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 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 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.
at 6th and 10th level the damage increases by 1d6
Shadow Arrow
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 unable to see anything farther than 5 feet away until the start of your next turn.
Silence Arrow
Silence Arrow
Target is Silenced, as though they are inside the area of a Silence Spell. Until the end of your next turn, the target cannot cast spells which require Verbal components, and their actions make no sound.
Toxic Arrow
- Toxic Arrow
You weave evocation magic into this arrow, causing it to secrete magical poison. On a hit, the target must make a Constitution saving throw or be poisoned for 1 minute.
Curving Shot
At 7th 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.
magic arrows
Starting at 7th level all your ranged weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
additionally if you are wielding a magical weapon you can overcome one level of resistance on your arcane shots and normal attacks, making resisted damage normal damage and immunity into resisted damage
eyes of the archer
starting at 10th level you gain blindsight equal to 60ft
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 uses of it equal to half your intelligence mod. rounded up (minimum 1).
Additionally you can use 2 arcane shots per attack action.
master of the bow
starting at 18th you have all your arcane shots prepared and have unlimited uses of your arcane shots feature
Previous Versions
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8/31/2023 12:40:41 AM
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