Fighter
Base Class: Fighter
Eldritch Archer Spellcasting Spell Slots per Spell Level
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Eldritch Archer Spellcasting table shows how many spell slots you have to cast your wizard/ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard/ranger spells of your choice, two of which you must choose from the evocation and transmutation spells on the wizard or ranger spell list.

The Spells Known column of the Eldritch Archer Spellcasting table shows when you learn more wizard/ranger spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard/ranger spells you know with another spell of your choice from the wizard/ranger spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your wizard/ranger spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard/ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Weapon bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one ranged weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Whilst bonded, this weapon does not require any ammunition. Instead, an arrow materializes whenever you take aim and dissipates upon hitting an enemy or terrain. You can still use normal ammunition instead if you so wish, this normal ammunition works as standard.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

 

For the purposes of warlock interactions, this feature works the same way as pact of the blade.

 

Imbued arrows

At 7th level you can imbue an area spell into an arrow as part of the casting. When fired, the spell activates, centered around the point of impact of the arrow. At level 10 you can also deliver touch and single target spells in this manner. After imbueing an arrow in this way the spell stays active within the arrow for 24 hours. After 24 hours the spell dissipates and the arrow disintegrates. You can have a maximum of 3 imbued arrows with you at any given time. 

Arcane arrows

At 10th level you can expend a spell slot to add elemental damage to the arrows created by their bonded weapons as long as they use them themselves. This takes a spell slot per weapon. Doing this takes 1 hour and can be done during a short rest. The effect ends if you fall unconscious or after 24 hours. Per level of spell slot used your arrows gain 1d6 bonus damage of the type fire, cold, lightning or acid, your choice. I.E. sacrificing a 3rd level spell slot would add 3d6 damage.

Hail of arrows

At 15th level, whenever you use your action surge, you can perform a special attack that hits each and every enemy within their range, that they know about, once, up to a number equal to their fighter level. The attack ignores all cover besides full cover.

Arrow of slaying

At 18th level, you learn a ritual that takes 8 hours and can be performed during a long rest. During the ritual you must have your bonded weapon within reach the entire time. Once completed, you create an arrow of slaying. This arrow can only be fired by the Eldritch archer that created it, with the bonded weapon that the ritual was cast upon. Any creature hit by this arrow must succeed on a Constitution saving throw (DC 8 + proficiency + Charisma modifier). On a fail the creature takes 100 damage, if this would kill it the creature then it is reduced to nothing, only a wish spell can revive them. On a save the creature takes damage as if the attack was a critical hit with a normal arrow.

You can only have one arrow of slaying at any given time and they disappear after 24 hours.

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