Fighter
Base Class: Fighter

Arcane Archers are fighters who augment their martial prowess with the arcane arts. By infusing their arrows with magic, they manipulate the battlefield to their advantage, casting spells subtly and striking with precision from a distance.

Cantrips

At 3rd level, you learn two non-damaging cantrips of your choice from the wizard spell list.

Arcane Quiver

At 3rd level, you can conjure an Arcane Quiver that can hold a number of Arcane Arrows equal to your Intelligence modifier + 1. These arrows are represented by superiority dice, starting as d8s, becoming d10s at 10th level, and d12s at 18th level. As part of your long or short rest, you can infuse your arrows with magical properties from any of the Arcane Arrow options. They remain active until shot or your next long rest.

Arcane Arrow options:

Each option is a magical effect, and when you choose one as part of your Arcane Quiver, you infuse an arrow with that specific power.

Banishing Arrow
You weave abjuration magic into your arrow. Make a ranged weapon attack. Just before the arrow hits its target, it vanishes, applying only its magical effect. The target must succeed on a Charisma saving throw or be banished to a harmless demiplane. 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. When the target reappears, it is disoriented and has a penalty to its next ability check equal to the roll of your superiority die.

Bewitching Arrow
Your enchantment magic causes this arrow to temporarily charm its target. Make a ranged weapon attack. Just before the arrow hits its target, it vanishes, applying only its magical effect. The target must succeed on a Wisdom saving throw or be charmed by a chosen creature within 30 feet of the target for a number of rounds equal to your superiority die. While charmed in this way, the target is friendly to the chosen creature but remains hostile to others. This effect ends early if the charmed target takes any damage or is forced to make a saving throw.

Blasting Arrow
You imbue your arrow with force energy drawn from the school of evocation. Make a ranged weapon attack. Hit or miss, the arrow detonates with arcana energy. The target and each creature within 10 feet of it must make a Dexterity saving throw. They take force damage equal to your superiority die on a failed save, or half as much on a successful one.

Crippling Arrow
You weave necromantic magic into your arrow. Make a ranged weapon attack. The target hit by this arrow takes necrotic damage equal to your superiority die and must succeed on a Constitution saving throw or have a penalty equal to your superiority die on weapon attack rolls and ability checks until the start of your next turn due to its crippling effect.
  
Entangling Arrow
You use conjuration magic to create grasping, poisonous vines. Make a ranged weapon attack. The creature hit by the arrow takes additional poison damage equal to your superiority die, and must succeed on a Strength saving throw or its speed is reduced by 10 feet, and it takes slashing damage equal to your superiority die the first time it moves without teleporting. The vines last until the start of your next turn or until they are removed with a Strength (Athletics) check against your Arcane Ability save DC.
   
Phantom Arrow
You use transmutation magic to give your arrow an ethereal quality. When you use this option, instead of making a ranged weapon attack, the arrow shoots forward in a straight line up to 30 feet. Each creature in its path must make a Dexterity saving throw, taking force damage equal to the standard damage dice of the ranged weapon attack, plus your superiority die on a failed save, or half as much on a successful one.
   
Seeking Arrow
Using divination magic, you grant your arrow the ability to seek out a target. Choose one creature you have seen in the past minute and make a ranged spell attack using your Arcane Ability, instead of a ranged weapon attack. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. On a hit, the arrow deals piercing damage equal to the standard damage dice of the used ranged weapon, plus your Intelligence modifier and your superiority die. On a successful hit, you also learn the target’s current location. The spell attack fails, if the target is not within the weapon’s range or there isn't a path large enough for the arrow to travel to the target.

Dread Arrow
You weave illusion magic into your arrow, causing it to create a nightmarish image in your foe’s mind. Make a ranged weapon attack. The creature hit by the arrow takes additional psychic damage equal to your superiority die, and it must succeed on a Wisdom saving throw or be frightened of a creature of your choice within 30 feet of the target. The effect lasts until the start of your next turn.

Arcane Ability

Intelligence is used as ability modifier for your Arcane Archer abilities.
Arcane ability save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Elemental Imbuement

At 7th level, when you make an attack with a ranged weapon, you can choose to change the damage type of the arrow to fire, cold, lightning, or acid. This choice can be made with each attack, allowing you to adapt to the vulnerabilities of your foes.

Curving Shot

At 7th level, when you make a ranged weapon attack with an Arcane Arrow and miss, you can use a bonus action to reroll the attack against a different target within 60 feet of the original target.

Arcane Volley

At 10th level, you can use your action to release a burst of forceful energy in a 40-foot-radius, 20-foot-high cylinder centered on a point you can see within 150 feet. Each creature in the area must make a Dexterity saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. You can use this feature once per short or long rest.

Ever-Ready Shot

At 15th level, if you roll initiative and have no uses of Arcane Arrow remaining, you regain one use.

Ultimate Arcanist

At 18th level, you can infuse a single arrow with two Arcane Arrow options. The number of arrows you can prepare remains limited to your Intelligence modifier.

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