Fighter
Base Class: Fighter

Arcane Archers study a unique elven method of archery that consists of weaving magic into attacks to produce supernatural effects Arcane Archers are some of their most elite warriors amongst elven armies, standing to watch over the fringes of elven kingdoms and keeping a keen eye out for trespassers.

However,  over the centuries, these methods have been learned by members of other races, and it is now common to see these warriors as normal guards, stalwart warriors using magic-infused arrows to defeat monsters and invaders.

Elven Lore

Beginning when you first choose this archetype at 3rd level, your study of elven culture has granted you both knowledge and a sliver or arcane magic. You gain proficiency in either the Arcana skill, and you learn the Prestidigitation cantrip.

Furthermore, you have advantage on any Intelligence(History) checks related to recalling aspects of elven culture and history.

Arcane Shot

Also at 3rd level, you learn to add magic into your bow prowess. Whenever you make an attack with a shortbow or longbow, you can conjure a magic arrow when you make a ranged attack instead of consuming any arrows in your inventory. Ammunition produced in this way vanishes the instant after hitting or missing a target.

Furthermore, when you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below). Once per turn when you hit a creature with an arrow from a shortbow or longbow, you can apply one of your Arcane Shot options to that arrow. Any damage dealt through an arrow that benefits from one of your Arcane Shots counts as magical for the purpose of overcoming resistance and immunity to nonmagical damage.

You have a number of uses of this ability equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.

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, its 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.

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.

Bursting Arrow

You imbue your arrow with force 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 force damage each.

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.

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.

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.

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 fires 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.

Seeking Arrow

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 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.

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.

Curving Arrow

When you reach 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 range. If this attack still misses, you can use your reaction and reroll the attack roll again against a different creature within 30 feet of the second target.

Guiding Archer

At 10th level, the magic of your arrows guides yourself and your allies alike to strike true. Whenever you hit a creature with one of your Arcane Shots, you can choose for it to also coat the target in the light of the faerie, causing the following effects until the beginning of the creature’s next turn:

  • It sheds dim light in a 10-foot radius. As long as it's shedding light this way, the creature can’t benefit from the invisible condition.
  • The next attack roll against the target is made with advantage.
  • Your next attack against them that hits deals additional damage equal to your Intelligence modifier.

Ever Ready Warrior

Starting at 15th level, your magical archery is available whenever battle starts. Whenever you roll initiative, you either regain an expended use of your Arcane Shot, or you can use your reaction to make a single attack against a creature within range. This attack must benefit from one of your Arcane Shot options.

Arcane Swiftness

By the time you’ve reached 18th level, you can use up to two of your Arcane Shots options on the same turn, but the same attack can benefit from more than one of your arcane shot options.

Furthermore, whenever you deal damage to a creature via one of your Arcane Shots, you can choose to teleport to an unoccupied space you can see within 15 feet of you. If you don’t, the damage of the Arcane Shot is doubled instead.

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