Base Class: Fighter
Design notes:
This is a revised version of the Arcane Archer subclass from Xanathar's guide to everything. It makes tweaks to the number of arcane shots, adds features and rearranges features. This will likely improve the power of the class significantly. Use with caution in your games, as while I will try to keep this powerful but balanced, power levels can be different at different tables and this subclass may be too strong for your table with the revised features.
Changes:
Arcane Archer Lore: for some reason, DnDBeyond is not letting my select just between arcana and nature skills, so you get to pick any skill, lucky you I suppose.
Arcane shot: Borrowing some mechanics from the Rune Knight, I've change the arcane shot so that you can use each arcane shot you know once per short rest, this scales the power and adds a little diversity by forcing users not to spam the best shot over and over again.
Improved Arcane shot: The other main problem with people seem to have with the subclass is that it scales too late, I think a simple fix is best for this, I'm moving the improved arcane shot feature from 18th level to 10th level, If you think dealing an extra 4d6 damage 2-4 times a short rest is OP, then maybe scale it back to +1d6 on most shots. Scale it up again at 18th level.
Ever Ready Shot: This feature no longer works with the way I've revised the Arcane shot feature, so I'm again borrowing from the Rune Knight, I'm changing it so that you may use each arcane shot you know twice per short rest, this is a big power boost, but comes on late, remember, casters have 8th level spells by this point. The game is already broken.
18th level feature: Since I moved the Improved Arcane Shot feature to 10th level, we need a new capstone. I'm using a special version of the Swift Quiver spell, that can be used once a long rest. The modifications to the spell will be as follows: it doesn't require concentration, and while it is active, you can use 2 arcane shots per turn. It will be worded like an ability though.
V2 Changes:
Two new arrows added for the Dunamancy schools of magic, a gravity arrow that provides extra damage and pushes or pulls targets, and a chronurgy arrow that slows the target, taking inspiration from the slow spell. These arrows are just additional arcane shot options that can be accessed.
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).
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 can use each Arcane Shot option you know once per short 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. Each option also improves when you become an 10th-level fighter.
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. Descriptions are provided below the table.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Arcane Shot Options |
|
Banishing Arrow |
Abjuration |
Beguiling Arrow |
Enchantment |
Bursting Arrow |
Evocation |
Enfeebling Arrow |
Necromancy |
Grasping Arrow |
Conjuration |
Piercing Arrow |
Transmutation |
Seeking Arrow |
Divination |
Shadow Arrow |
Illusion |
Gravity Arrow |
Graviturgy |
Slowing Arrow |
Chronurgy |
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 10th level in this class, a target also takes 2d6 force damage when the arrow hits it.
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.
The psychic damage increases to 4d6 when you reach 10th level in this class.
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.
The force damage increases to 4d6 when you reach 10th level in this class.
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.
The necrotic damage increases to 4d6 when you reach 10th level in this class.
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 10th level in this class.
Gravity Arrow
You imbue your arrow with the gravity manipulating properties of Graviturgy magic. The creature hit by this arrow takes an extra 2d6 force damage. The target must also succeed on a Strength saving throw or be pushed horizontally 10 ft away from you or pulled horizontally 10 ft toward you, your choice.
At 10th level, the force damage increases to 4d6.
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.
The piercing damage increases to 2d6 when you reach 10th level in this class.
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.
The force damage increases to 2d6 when you reach 10th level in this class.
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.
The psychic damage increases to 4d6 when you reach 10th level in this class.
Slowing Arrow
You weave time-altering Chronurgy magic into your arrow. The target must succeed a Wisdom saving throw or have its perception of time altered. A creature with its perception of time altered must, at the beginning of its turn, choose whether to take an action, a bonus action, or movement, as its perception of time is slowed. At the end of the creatures turn, this effect also ends.
At 10th level, the arrow does an additional 2d6 force damage.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow 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 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.
Improved Arcane Shot
Your arcane shots improve at this level, see each shot for how it improves.
Arcane Archer Mastery
You can use each arcane shot option you know from your Arcane Shot feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Arcane Quiver
As a bonus action, you can enchant your quiver with powerful arcane magic. For 1 minute, you gain the following benefits:
- Your quiver produces endless ammunition, this ammunition is magical for the purposes of overcoming resistance and immunity to nonmagical attacks. The magic fades after the arrow has hit or missed it's target.
- Once on each your turns (including this turn) you can use your bonus action to make two attacks with a shortbow or longbow that uses ammunition from this quiver.
- While this enchantment is active you overflow with arcane power, letting you use your Arcane Shot options twice during your turn, instead of once.
You can use this feature once per long rest.
Previous Versions
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3/30/2024 9:22:38 PM
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Coming Soon
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