Base Class: Fighter
Originally exclusive to the Elves, the Arcane Marskwin technique has been learned by members of other races who can balance arcane aptitude with accuracy. These warriors often stand guard over civilisations, keeping a keen eye out for trespassers and using magic-infused projectiles to defeat monsters and invaders before they can reach these domains. As a result, they often join forces with Rangers to keep the wild and society apart.
Arcane Shot
At 3rd level, you learn to unleash magical effects with some of your ranged attacks. Once per turn when you make a ranged attack with a weapon, you can choose to apply one of your Arcane Shot options to that ranged attack. You decide to use the option when the attack hits the target, unless the option doesn't require an attack roll. You have a number of uses of this ability equal to half of your Fighter level, and you regain all expended uses of it when you finish a short rest or long rest.
Your Arcane Shot options improve when you reach certain levels in this class: 7th, 10th, and 15th level.
In addition, you can now choose to ignore the loading weapon property for any weapons that you use, meaning that you can make as many ranged attacks with a weapon that has the loading property as you have attacks.
The Arcane Shot feature for this class is detailed here. The options are listed in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your choice of your Charisma, Wisdom, or Intelligence modifier.
Banishing Missile. You use abjuration magic to try and temporarily banish your target to a harmless location in another plane. The creature hit by the missile 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. If the target is an aberration, celestial, elemental, fey, or fiend they have disadvantage on the saving throw.
When you reach 7th level in this class, a target also takes 1d6 force damage when the missile hits it, which increases to 1d8 at 10th level and 1d10 at 15th level.
Beguiling Missile. Your enchantment magic causes this missile to temporarily enrapture its target. The creature hit by the missile takes an extra 1d8 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 when you reach certain levels in this class. 1d10 at 7th level, 1d12 at 10th level, and 2d8 at 15th level.
Bursting Missile. You imbue your missile with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the missile hits the target, the target and all other creatures within 10 feet of it take 1d8 force damage each.
The force damage increases when you reach certain levels in this class. 1d10 at 7th level and 1d12 at 10th level. In addition, when you reach 15th level in this class, the target and all creatures within 30 feet take the force damage.
Enfeebling Missile. You weave necromantic magic into your missile. The creature hit by the missile takes an extra 1d8 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 when you reach certain levels in this class. 1d10 at 7th level, 1d12 at 10th level, and 2d8 at 15th level.
Grasping Missile. When this missile strikes it target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the missile takes an extra 1d8 poison damage, its speed is reduced by 10 feet, and it takes 1d6 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 increases when you reach certain levels in this class. 1d10 at 7th level, 1d12 at 10th level, and 2d8 at 15th level.
The slashing damage also increases when you reach certain levels in this class. 1d8 at 7th level, 1d10 at 10th level, and 1d12 at 15th level.
Piercing Missile. You use transmutation magic to give your missile an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the projectile shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The projectile 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 projectile, plus an extra 1d6 damage of whatever type the weapon deals. On a successful save, a target takes half as much damage.
The extra damage increases when you reach certain levels in this class. 1d8 at 7th level, and 1d10 at 10th level. At 15th level, the 30 foot line increases to 60 feet.
Seeking Missile. Using divination magic, you grant your missile 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 character you have seen in the past minute. The missile flies toward that creature, moving around corners if necessary and ignoring both three-quarters and half cover. If the target is within the weapon's range and there is a path large enough for the missile to travel to the target, the target must make a Dexterity saving throw. Otherwise, the missile disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the missile, 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 do not learn its location.
The force damage increases when you reach certain levels in this class. 1d8 at 7th level, 1d10 at 10th level, and 1d12 at 15th level.
Shadow Missile. You weave illusory magic into your missile, causing it to occlude your foe's vision with shadows. The creature hit by the missile takes an extra 1d8 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 when you reach certain levels in this class. 1d10 at 7th level, 1d12 at 10th level, and 2d8 at 15th level.
Magic Projectile
At 7th level, you gain the ability to infuse projectiles with magic. Whenever you make a ranged attack with a weapon, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The magic fades from the projectile immediately after it hits or misses its target.
Seeking Projectile
At 10th level, you learn how to direct an errant projectile toward a new target. When you make a ranged attack roll and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Ever-Ready Shot
Starting at 15th level, your magic is available whenever battle starts. When you roll initiative and have no uses of Arcane Shot remaining, you regain an amount of uses equal to your proficiency bonus.
Arcane Mastery
At 18th level, your mastery of the Arcane Markswin technique has reached its peak. You can now use Arcane Shot twice per turn.







Comments