Base Class: Fighter
Archer + Magic
Arcane Weapon
Starting at 3rd level, your ranged weapons can magically summon non-magical ammunition, enabling you to ignore the loading property if they have it, and anytime you make a ranged attack with a thrown weapon it magically returns to your hand when it stops moving.
Level 3: Archer's Lore
At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You gain proficiency in the Arcana, and you learn the prestidigitation cantrip.
Level 3: Arcane Strikes
At 3rd level, you learn to fling magic with some of your ranged attacks. You learn 2 Arcane Strikes from the options below. You lean an additional Arcane Effect of your choice when you reach 7th, 10th, 15th and 18th level in this class. If any of these effects requires the target to make a saving throw the DC = 8 + your Intelligence Modifier + your Proficiency Bonus.
Once on your turn when you make a ranged weapon attack, you can apply one of your Arcane Strikes to the weapon or ammunition used in the attack. You decide to apply the effect when the attack hits a creature. You have two uses of this ability which you regain after a short or long rest, this increases to 3 uses when you reach 10th level, and 4 uses when you reach 18th level. You can also expend one use of your Second Wind ability to use this ability again (no action required).
Banishing Strike
Requires 10th level
The target takes an extra 2d6 force damage, and must make a Charisma saving throw or be banished to a harmless demiplane until the start of your next turn.
Blinding Strike
Requires 7th level
The target takes an additional 2d8 radiant damage and must make a Constitution saving throw, on a failure they are blinded until the end of their next turn.
Blink Strike
The target must make a Charisma saving throw or be teleported up to 30 ft to a location you can see.
Corrosive Strike
Requires 10th level
The target takes 2d6 acid damage and their armour class is reduced by 2 until they finish a short or long rest. This cannot reduce their AC below 10 + Dexterity modifier.
Draining Strike
The target takes an additional 1d6 psychic damage and must succeed on an Intelligence saving throw, on a failure it has disadvantages on spell attack rolls and its spell DC is reduced by 2 until the end of its next turn.
Elemental Strike
The target takes 2d8 additional damage of a type of your choice from: acid, fire, cold, lightning, thunder. You choose when you use this ability.
Enfeebling Strike
The target takes an extra 1d8 necrotic damage and makes a Constitution saving throw, on a failure it has disadvantage on weapon attacks and unarmed strikes until the end of its next turn.
Entangling Strike
Requires 10th level
Magical binds emerge from the weapon dealing 2d6 force damage and the target must make a Strength saving throw or be restrained until the end of your next turn.
Exploding Strike
Requires 7th level
The weapon or ammunition explodes in a burst of magic, target and each creature within 15 feet of it must make a Dexterity saving throw, taking 2d10 force damage on a failure and is pushed 15 ft away from the source of the explosion, or half as much damage on a success.
Illuminating Strike
The target takes an extra 1d8 radiant damage, and is haloed in light that sheds bright light in a 20 ft radius, it gains no benefits from the invisible until the end of your next turn.
Levitating Strike
Requires 7th level
The target takes 2d10 bludgeoning damage and must make a Constitution saving throw, on a failure the target floats upwards by 20 ft and has its movement speeds reduced to 0 until the start of your next turn when it falls back to the ground, on a successful save the target's movement speed is reduced by 20 ft until the start of your next turn as a strong wind swirls around it.
Mirrored Strike
Requires 7th level
You magically mirror the weapon or ammunition, two creatures of your choice that you can see within 20 ft of the original target take 2d10 force damage.
Paralyzing Strike
Requires 15th level
The target must succeed on a Wisdom saving throw or be paralyzed for 1 minute, this paralysis ends early after the target takes any damage.
Protective Strike
The target takes no damage from the attack, instead it gains a bonus to its armour class equal to your Intelligence modifier until the end of its next turn, as a shimmering shield of magic erupts from the arrow and surrounds the target.
Shocking Strike
Requires 15th level
The target takes an additional 2d10 lightning damage and has disadvantage on the next ability check or saving throw it makes.
Level 7: Penetrating Arrows
When you reduce a creature to 0 hit points with a ranged weapon attack, you can make another attack against another creature standing directly behind the original target that is within the short range of your weapon.
Level 10: Interrupting Shot
Your quick reflexes and advanced training allow you to react to the actions of others with your ranged weapons. When a creature other than you makes an attack or casts a spell, you can use your reaction to make one ranged weapon attack against them. If this attack is a critical hit, the creature is interrupted and the attack automatically misses or the spell is not cast (the spellslot is not expended).
Level 15: Superior Magic
You can use your Arcane Strikes feature twice on your turn instead of once.
Level 18: Animated Weapons
Your ranged weapons are permanently infused with animating magic, gaining the following benefits:
Seeking. You can target any creature within range ignoring all cover (including full cover) and the invisible condition, as your weapons teleport or fly around obstacles to find their targets.
Autonomous. Your weapons can fly and move on their own including making attacks, you can make one attack with a ranged weapon on your turn even while you are incapacitated. In addition, you cannot have disadvantage on attacks due to being blinded, prone,frightened, poisoned, or restrained.
Nice, but when do i get the late game features? It doesn't say.
Edit: I'm now fairly confident this person doesn't check their homebrew before publishing it OR the comments people put on it.