Fighter
Base Class: Fighter

An arcane marksman is a master of ranged combat, blending precise marksmanship with magical power. They channel arcane energy through bows, firearms, or thrown weapons, imbuing their attacks with elemental force, illusions, or supernatural accuracy. Whether sniping foes from the shadows, enchanting arrows to seek out their targets, or unleashing volleys of spectral projectiles, Arcane Marksmen are versatile warriors who bridge the gap between martial prowess and mystical might.

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.

When you reach Fighter level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Gunmage Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Eldritch Knight Spellcasting
  —Spell Slots per Spell Level—
Fighter Level Spells Prepared 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.

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 a ranged weapon as part of the Attack action, you can apply one of your Arcane Shot options to that projectile. You decide to use the option when the projectile hits a creature, unless the option doesn’t involve an attack roll.

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 18th-level fighter.

Level 7: Magic Shots

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action. If the cantrip requires a melee weapon, you may use a ranged weapon instead.

Curving Shot

At 7th level, you learn how to direct an errant projectile toward a new target. Once per turn when you roll an attack roll and miss, you may reroll the attack roll against a different target within 60 feet of the original target.

Level 10: Runebound Shot

You may as an action, make a ranged weapon attack, you can choose to imbue your attack with magic. On a hit, you can immediately cast a spell with a range of touch on the target. The spell automatically hits, and the target has disadvantage on any saving throws it makes against the spell. Once you have used this ability, you can't do so again until you have finished a short rest. 

Improved Arcane Shot

Starting at 15th level, you may now use the Arcane Shot ability twice per turn.

Arcane Shot Options

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.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Shot

You use abjuration magic to try to temporarily banish your target to a harmless void. The creature hit by the projectile 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 18th level in this class, a target also takes 2d6 force damage when the projectile hits it.

Beguiling Shot

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the projectile 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 18th level in this class.

Bursting Shot

You imbue your projectile 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 18th level in this class.

Enfeebling Shot

You weave necromantic magic into your projectile. The creature hit by the projectile 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 18th level in this class.

Grasping Shot

When this projectile strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the projectile 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 18th level in this class.

Piercing Shot

You use transmutation magic to give your projectile 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 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeking Shot

Using divination magic, you grant your projectile 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 projectile 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 projectile to travel to the target, the target must make a Dexterity saving throw. Otherwise, the projectile disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the projectile, 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 18th level in this class.

Shadow Arrow

You weave illusion magic into your projectile, causing it to occlude your foe’s vision with shadows. The creature hit by the projectile 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 18th level in this class.

Level 18: Arcane Barrage

Once per long rest, when you take the Attack action on your turn, you can unleash an Arcane Barrage. You make a number of ranged weapon attacks equal to your proficiency bonus (instead of your normal attacks). Each attack can be imbued with one of your Arcane Shots.

Additionally, creatures hit by these attacks have disadvantage on saving throws against your spells until the start of your next turn.

Previous Versions

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