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 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 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 Features

Fighter Level Feature
3rd Arcane Archer Lore, Arcane Shot
7th Magic Munitions
10th Eagle Eye
15th Ever-Ready Shot
18th Experienced Marksman

Arcane Archer Lore

3rd-level Arcane Archer feature

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 one of the following skills of your choice: Animal Handling, Arcana, Nature, or Survival.

Additionally, you learn two cantrips from the druid or wizard spell list. Intelligence or Wisdom is your spellcasting ability. You can also replace these cantrips with another one from the same lists whenever you finish a long rest.

Intelligence

Intelligence is your spellcasting ability for your Arcane Archer Lore spells.

Wisdom

Wisdom is your spellcasting ability for your Arcane Archer Lore spells.

Arcane Shot

3rd-level Arcane Archer feature

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 start with two uses of Arcane Shot, and you regain all expended uses of it when you finish a short or long rest.

Once per turn when you make an attack with a shortbow, longbow, or crossbow, you can apply one of your Arcane Shot options to that ammunition. You decide to use the option when the ammunition hits a creature, unless the option doesn’t involve an attack roll.

You gain an additional use of Arcane Shot, and an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. The damage of each option improves at 10th and 18th level. You can replace one of these Arcane Shots you know with a different one whenever you finish a long rest.

Saving Throws. Some of your Arcane Shots require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)

Magic Munitions

7th-level Arcane Archer feature

At 7th level, you gain the ability to infuse ammunition with magic, granting you additional benefits:

  • Whenever you fire nonmagical ammunition from a shortbow, longbow, or crossbow you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammunition immediately after it hits or misses its target.
  • Your bow can conjure magical ammunition, making it no longer cost ammunition.
  • Curving Shot. When you make an attack roll with magic ammunition and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Eagle Eye

10th-level Arcane Archer feature

Your sight has been improved by your experience in aiming. You gain a bonus to your Wisdom (Perception) checks equal to your Dexterity modifier. 

Additionally, when visibility is clear, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Ever-Ready Shot

15th-level Arcane Archer feature

Starting at 15th level, your magical archery is available whenever battle starts. Whenever you roll initiative, the first attack roll you make with your shortbow, longbow, or crossbow is at advantage, and if you have any Arcane Shot uses expended, you regain one use of it.

Experienced Marksman

18th-level Arcane Archer feature

At 18th level, you can add your Intelligence or Wisdom modifier (whichever is higher) to the damage of your Arcane Shot options.

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.

Adapting Shot

You fuse transmutation magic into your ammunition allowing it to move unhindered by the elements. Firing this ammunition ignores the ranged weapon attack described under the “Underwater Combat” section in Chapter 9 of the Player’s Handbook, ignores any harsh wind effects similar to the warding wind spell, and ignores any damage resistance. Creatures hit by this ammunition take an extra 1d8 force damage.

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 ammunition takes an extra 1d8 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 start of your next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Barrage Shot

You enhance your ammunition with conjuration magic. When you fire this ammunition, you create a 50-foot cone of projectiles in front of you. Creatures in this area must make a Dexterity saving throw, taking 1d8 magical piercing damage on a failed save, and half damage on a successful one. These projectiles dissipate immediately after it hits or misses a target.

Beguiling Shot

Your enchantment magic causes this ammunition to temporarily beguile its target. The creature hit by the ammunition takes an extra 1d8 psychic damage, and you 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 for 1 minute. The charmed target can repeat the saving throw if the chosen ally attacks it, deals damage to it, or forces it to make a saving throw.

Bursting Shot

You imbue your ammunition with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the ammunition hits the creature, the target and all other creatures within 15 feet of it take 1d8 force damage each.

Chrono Shot

You weave the esoteric school of dunamency into your ammunition. The creature hit by the ammunition takes an extra 1d8 psychic damage, and the creature has a negative bonus equal to half the psychic damage it took on the next attack roll, saving throw, or ability check it makes.

Counter Shot

You enhance your ammunition with a dispelling abjuration magic that affects incoming attacks. When a creature you can see within range is about to hit a target with a ranged attack, you can use your reaction to make a contested attack roll. If your attack rolls higher or equal to the initial attack roll, the attack is deflected or negated. If you do not roll higher, you instead reduce the damage roll of that attack by 1d8.

Elemental Shot

Using evocation magic, you imbue your ammunition with an elemental energy. Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. When you hit a creature with this ammunition, you deal an extra 1d8 damage of the chosen damage type to the target. This ammunition ignores resistances.

Encumbering Shot

You empower your ammunition with graviturgy magic. The creature hit by this ammunition takes 1d8 force damage, and must make a Strength saving throw. On a failed save, its speed is halved, and it has disadvantage on all Strength (Athletics) or Dexterity (Acrobatics) checks until the start of your next turn.

Enfeebling Shot

You weave necromantic magic into your ammunition. The creature hit by the ammunition takes an extra 1d8 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks and its saving throw DC is reduced by half the necrotic damage taken until the start of your next turn.

Grasping Shot

When this ammunition strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the ammunition takes 1d8 poison damage, its speed is reduced by 10 feet, and it takes 1d8 slashing damage the first time on each turn it moves 5 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.

Light Shot

You weave evocation magic into your ammunition creating a burst of divine light. The creature hit by this ammunition takes an extra 1d8 radiant damage, becomes outlined in light and sheds dim light in a 5-foot radius, and cannot benefit from being invisible. This effect lasts until the end of your next turn.

Piercing Shot

You use transmutation magic to give your ammunition an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the ammunition shoots forward in a line, which is 5 feet wide and 60 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring total 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 ammunition, plus an extra 1d8 piercing damage. On a successful save, a target takes half as much damage.

Punching Shot

You imbue your ammunition with evocation magic, filling it with powerful force. The creature hit by this ammunition takes an extra 1d8 force damage. The creature must also make a Strength saving throw, being knocked backwards 30 feet and becoming prone on a failed save, or being knocked back 10 feet on a successful save.

Quick Shot

You imbue transmutation magic into your ammunition giving it incredible speed. Creatures cannot take reactions to attack rolls made with this ammunition, and if the creature is successfully hit, they take an extra 1d8 piercing damage. You can use this option without expending one of your attacks made with the Attack action.

Rumbling Shot

You weave evocation magic into your ammunition to boom on impact. The creature hit by this ammunition takes an extra 1d8 thunder damage and the ammunition emits a thunderous boom audible out to 300 feet. The creature must also make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls and becomes deafened until the end of your next turn. Creatures that are immune to being deafened automatically succeed on the save.

Seeking Shot

Using divination magic, you grant your ammunition 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 ammunition 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 ammunition to travel to the target, the target must make a Dexterity saving throw. Otherwise, the ammunition disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the ammunition, plus extra 1d8 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.

Shadow Shot

You weave illusion magic into your ammunition, causing it to occlude your foe’s vision with shadows. The creature hit by the ammunition takes an extra 1d8 psychic damage, and it must succeed on a Wisdom saving throw. On a failed save, it is unable to see anything farther than 5 feet away and attacks made against it that are more than 5 feet away are made at advantage until the start of your next turn. On a successful save, the target takes half as much damage, and doesn’t suffer the ill effects.

Silent Shot

Using transmutation magic, your ammunition no longer makes noise. The creature hit by this arrow takes an additional 1d8 magical piercing damage. Additionally, attacking with this ammunition no longer gives away your location when you are hidden as described in the “Unseen Attackers and Targets” section in Chapter 9 of the Player’s Handbook.

Venom Shot

You use conjuration magic to infuse your ammunition with poison. The creature hit by this ammunition takes an extra 1d8 poison damage. The target must also make a Constitution saving throw, becoming poisoned on a failed save. The target can repeat the saving throw at the end of its turn, ending the effect on a success.

Previous Versions

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