Base Class: Fighter
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. The first Arcane Archers stood watch over their communities, keeping a keen eye out for dangers and using magic-infused arrows to defeat monsters and invaders. Over the centuries, other species have learned the elves’ mystical methods of blending arcane aptitude with archery and broadened their application to ranged weapons of many kinds while applying those talents to an adventuring life.
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature - typical for practitioners of this elven martial tradition.
Cantrip: You know the Druidcraft, Guidance, or Prestidigitation cantrip. Intelligence is your spellcasting ability for it.
Skills: You gain skill proficiency in the Arcana and Nature skills. If you already have one of these proficiencies, you instead gain proficiency in a different skill of your choice (or with two other skills if you have both).
At 7th level in this class, you gain expertise in the Arcana and Nature skill, doubling the proficiency bonus added to it.
Arcane Shot
At 3rd level, you gain the ability to infuse arrows with elven magic, creating arrows to unleash special magical effects with some of your shots.
Preparing Arcane Shot: When you gain this feature, you can learn three Arcane Shot Options of your choice, from among the Arcane Shot Options described below and each time you gain a level in this class, you can replace one Arcane Shot Option you know with a different one from this feature. When you reach certain levels in this class, you learn additional Arcane Shot Option, as shown in the Arcane Shots table.
Using Arcane Shot: Once per turn when you make a ranged attack using a weapon with the Ammunition property, you can apply one of your Arcane Shot options to that attack. You decide to use the option when you hit a creature and deal damage to it unless the Arcane Shot Option doesn’t involve an attack roll. You can use this feature four times and you regain all expended uses when you finish a Short or Long Rest. When you reach certain levels in this class, you gain additional uses of Arcane Shot, as shown in the Arcane Shots table.
Arcane Shot Die: Arcane Shot options refer to your Arcane Shot Die. Your Arcane Shot Die is a d6 and increases to a d8 at level 7, to a d10 at level 10, and to a d12 at level 18.
Saving Throws: If an Arcane Shot option requires a saving throw, the DC equals 8 plus your Intelligence modifier plus your Proficiency Bonus.
Arcane Shots Table
Fighter Level | Arcane Shots Known | Arcane Shots Uses | Arcane Shot Die |
---|---|---|---|
3rd | 3 | 4 | 1d6 |
7th | 4 | 5 | 1d8 |
10th | 5 | - | 1d10 |
15th | 6 | 6 | - |
18th | - | - | 1d12 |
Ever-Ready Shot
At 3rd level, your magical archery is available whenever battle starts. If you roll initiative, you can regain all expended uses of Arcane Shot. When you do so, you are able to make one additional weapon attack as part of your first turn of combat, given that you take the Attack action. Once you use this feature, you can’t use it again until you finish a Long Rest
Curving Shot
At 7th level, you learn how to direct an errant shot toward a new target. If you make an attack roll with a weapon with the Ammunition property and miss, as a Bonus Action immediately after the attack, you can make an extra attack with the same weapon against a different target that you can see, that is within the weapon’s long range, and that isn't behind Total Cover. This extra attack doesn't require Ammunition
Mystical Movement
At 7th level, your movement accelerates making you agile and deft. For 1 minute, or until you lose your concentration (as if you were concentrating on a spell), your movement doesn’t provoke opportunity attacks. Once within the 1 minute, you can give yourself Advantage on one weapon attack roll on your turn. That attack deals extra Force damage equal to one additional weapon die on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Once you use this feature, you can’t do so in this way again until you finish a Long Rest unless you expend a use of Second Wind (no action required) to restore your use of it.
Improved Shots (d8)
At 7th level, you have improved the capabilities of your Arcane Shots granting you the following benefits: access to the Improved ability for each Arcane Shot Options and your Arcane Shot Die becomes a d8.
Powerful Shots (d10)
At 10th level, you unleash new effects in your Arcane Shots granting you the following benefits: access to the Powerful ability for each Arcane Shot Options and your Arcane Shot Die becomes a d10.
Mystical Manipulation
At 10th level, you can tap into the wellspring of magic within yourself, manipulating the ammunition utilized for your ranged attacks, granting you the following benefits:
Arcane Alteration: You unleash ammunition comprised entirely of arcane energy toward a creature within range. When you make a ranged attack with a weapon that has the Ammunition property, you can replace the weapon's damage type to that of: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. Once per turn, if you roll maximum damage on the weapon's damage die, you can roll another, and add it to the damage. The maximum number of these additional damage die you can add to the weapon's damage is equal to your Intelligence modifier.
Arcane Accuracy: When you use the Extra Attack feature as part of the Attack action, you are able to make a second Bonus Action attack as part of the Curving Shot feature.
Arcane Amplified: When you take the Attack action as part of your Action Surge, you gain an additional use of your Arcane Shot feature. When you gain an additional use in this manner, you are able to use the Arcane Shot feature twice during the same turn.
Mystical Marksman
At 15th level, your mastery of weaving arcane magic into your weapons has heightened your skills and capabilities. You are able to use two Arcane Shot Options during your turn, each on separate attacks as part of the Extra Attack feature of the Attack action or your Curving Shot feature.
Masterful Shots (d12)
At 18th level, you have achieved mastery over your Arcane Shots granting you the following benefits: access to the Masterful ability for each Arcane Shot Option, your Arcane Shot Die becomes a d12, and you gain the Arcane Volley feature.
Mystical Manifestation
Arcane Shot Options
The Arcane Shot feature lets you prepare a number of Arcane Shot Options as listed in the Arcane Shots table. 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.
Banishing Shot
You use abjuration magic to try to temporarily sequester your target to a harmless demiplane. The creature you hit takes additional Psychic damage equal to one roll of your Arcane Shot Die and 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.
Improved: At 7th level, the target has Disadvantage on saves against this Arcane Shot Option
Powerful: At 10th level, the additional Psychic damage is equal to two rolls of your Arcane Shot Die and on a failed saving throw the duration of the effects of Banishing Shot can be extended to 1 minute, or until you lose your concentration (as if you were concentrating on a spell) or use this Arcane Shot Option again.
Masterful: At 18th level, you gain the ability to target an additional creature with this Arcane Shot, using the same Attack Roll made for the initial target.
Bursting Shot
You imbue your arrow with force energy drawn from the school of evocation. A bright streak flashes from your bow to a point within range. You imbue your ammunition with explosive force energy as the energy blossoms with a low roar, detonating after your attack. Immediately after you deal damage to the creature, your target and each creature within a 10-foot Emanation originating from the target takes Force damage equal to two rolls of your Arcane Shot Die.
Improved: At 7th level, the additional Force damage increases to equal four rolls of your Arcane Shot Die.
Powerful: At 10th level, when you roll the additional damage for this Arcane Shot Option you can roll the additional Arcane Shot Die twice and use either roll against the targets.
Masterful: At 18th level, the additional Force damage from this Arcane Shot Option can be applied to the target and each creature of your choice that you can see within an increased 20-foot Emanation originating from the target.
Dreadful Shot
Your enchantment magic causes this arrow to temporarily terrify its target. The creature hit by the arrow takes additional Psychic damage equal to two rolls of your Arcane Shot Die, and must succeed on a Wisdom saving throw or drop whatever it is holding, fall prone, and have the Frightened condition until the end of its next turn. A Frightened creature who fails their saving throw by 5 or more takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move.
Improved: At 7th level, the target has Disadvantage on saves against this Arcane Shot Option
Powerful: At 10th level, on a failed saving throw, the duration of the effects of Dreadful Shot can be extended to 1 minute or until you use this Arcane Shot Option again. The target repeats the save at the end of each of its turns, ending the Dreadful Shot’s effects on itself on a success.
Masterful: At 18th level, with this Arcane Shot Option you tap into the nightmares of the target. While under the effects of this Arcane Shot Option, the target takes additional Psychic damage equal to two rolls of your Arcane Shot Die at the start of each of its turns while Frightened.
Enfeebling Shot
You weave necromantic energy into your ammunition as it saps your target's strength. The creature you hit takes additional Necrotic damage equal to two rolls of your Arcane Shot Die. and must also succeed on a Constitution saving throw or have Disadvantage on attack rolls and ability checks until the end of its next turn. Until the end of its next turn, whenever the target hits with an attack roll, it subtracts an amount equal to two rolls of your Arcane Shot Die from the total damage of that attack.
Improved: At 7th level, the target has Disadvantage on saves against this Arcane Shot Option and when you make a damage roll that deals Necrotic damage as part of this Arcane Shot Option, it ignores Resistance to Necrotic damage and creatures immune to Necrotic damage take damage as if they have Resistance to Necrotic damage.
Powerful: At 10th level, the additional Necrotic damage dealt and the amount of damage reduced increases to four rolls of your Arcane Shot Die.
Masterful: At 18th level, the effects of this Arcane Shot Option are no longer dependent on a Constitution Saving throw and you regain an amount Hit Points equal to half of the Necrotic damage dealt.
Grasping Shot
When this ammunition strikes its target, conjuration magic creates clutching brambles wrapping around your target. The creature you hit takes additional Slashing damage equal to two rolls of your Arcane Shot Die and has the Restrained condition until the end of your next turn.
Improved: At 7th level, a creature Restrained by a Grasping Shot takes additional Poison damage equal to two rolls of your Arcane Shot Die at the start of its turn.
Powerful: At 10th level, you can choose to increase the duration of Grasping Shot to 1 minute or until you use this Arcane Shot Option again. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your Arcane Shot DC, removing the brambles and ending the Restrained condition on the target on a successful check.
Masterful: At 18th level, while a creature is Restrained by Grasping Shot you gain the ability, as a Bonus Action, to make a ranged weapon attack on a target you can see within 30 feet of the Restrained creature, as a vine sprouts from the brambles. On a hit, the target takes Slashing damage equal to two rolls of your Arcane Shot Die and is pulled 30 feet toward the Restrained creature to an unoccupied space that you can see.
Piercing Shot
You use transmutation magic to give your ammunition an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the ammunition shoots forward in a 30-foot Line that is 1 foot wide, originating from you, then vanishes. The Line ignores cover, as the ammunition phases through solid objects. Each creature in the Line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit plus additional Force damage equal to two rolls of your Arcane Shot Die. On a successful save, a creature takes half as much damage.
Improved: At 7th level, the ammunition shoots forward in a 30-foot Line that is 1 foot wide, originating from you, then vanishes and the additional Piercing damage increases to four rolls of your Arcane Shot Die
Powerful: At 10th level, the ammunition shoots forward in a 60-foot Line that is 1 foot wide originating from you, then vanishes. The targets within this Line have Disadvantage on saves against this Arcane Shot Option
Masterful: At 18th level, the effects of the Piercing Shot are no longer dependent on a Dexterity saving throw. If the damage reduces a creature to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The targets can be revived only by a True Resurrection or a Wish spell. Any non-magical object or creation of magical force that is acting as cover, has a 1-foot wide hole created through it in the path of the Piercing Shot.
Seeking Shot
Using divination magic, you grant your ammunition 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 within the last minute. The ammunition flies toward that creature, moving around corners if necessary and ignoring Half Cover and Three Quarters Cover. If the target is within your weapon's long range it takes the normal weapon damage as if it were hit plus additional Force damage equal to two rolls of your Arcane Shot Die, and you learn the target’s current location until the end of your next turn. Otherwise, the ammunition disappears after traveling as far as it can.
Improved: At 7th level, until the end of your next turn the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.
Powerful: At 10th level, this Arcane Shot Option is able to seek out multiple targets, ricocheting from one to the next. You gain the ability to target a number of creatures with this Arcane Shot Option, equal to your Intelligence modifier, that you’ve seen within the last minute that are within your weapon’s long range.
Masterful: At 18th level, The targets of this Arcane Shot Option must make an Intelligence saving throw. On a failed save, a target takes Psychic damage equal to one roll of your Arcane Shot Die and is Stunned until the end of your next turn. On a successful save, the creature takes half as much Psychic damage and isn’t Stunned.
Shadow Shot
You weave illusion magic into your ammunition, causing it to occlude your foe’s vision with shadows. The creature you hit takes additional Psychic damage equal to one roll of your Arcane Shot Die, and it must succeed on a Wisdom saving throw or have the Blinded condition until the start of your next turn.
Improved: At 7th level, the target has Disadvantage on saves against this Arcane Shot Option
Powerful: At 10th level, the additional Psychic damage increases to two rolls of your Arcane Shot Die, and you can choose to extend the Blinded condition for 1 minute on a failed saving throw. The target repeats the save at the end of each of its turns, ending the Blinded condition on itself on a success. The effects of this Shadow Shot end if the Arcane Shot Option is used again.
Masterful: At 18th level, the additional Psychic damage increases to four rolls of your Arcane Shot Die and the Blinded condition from this Arcane Shot Option can be applied to creatures with Blindsight or Truesight.
Previous Versions
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