Fighter
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 and used magic-infused arrows to defeat monsters and invaders. Over the centuries, other species have learned this method of blending magical aptitude with archery. These archers have broadened this method’s application to ranged weapons of many kinds and to aspects of adventuring life outside of combat.

Level 3: 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. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Level 3: Arcane Shot

You learn to weave arcane magic into your ammunition, turning each projectile into a vessel of supernatural precision. When you fire a shot from any weapon with the ammunition property, you can infuse it with one of your unique Arcane Shot effects.

  • Arcane Arsenal. You can apply Arcane Shot effects through any ranged weapon that uses ammunition, such as bows, crossbows, firearms, or (non-improvised) thrown weapons.

  • Arcane Shot Uses. You can use this feature a number of times equal to your Intelligence Modifier + Proficiency Bonus, regaining all expended uses when you finish a short or long rest.

  • Arcane Damage. When an Arcane Shot deals extra damage, it starts at d6 at 3rd level, increases to d8 at 10th level, d10 at 15th level, and d12 at 18th level.

  • Saving Throw DC. If an Arcane Shot requires a saving throw, the DC equals 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice).

  • Arsenal of Shots. You gain access to the full list of Arcane Shot options. Each unique Arcane Shot can be used once per short or long rest.

Level 3: Arcane Arsenal

The Arcane Shot options are presented here. You know all Arcane Shot options at 3rd level. You may use one Arcane Shot per turn. Each type of Arcane Shot can be used once per short or long rest.  If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence or Dexterity modifier (your choice).

Banishing Shot

Your ammunition temporarily sequesters your target in a harmless demiplane. The creature you hit takes additional Psychic damage equal to one roll of your Arcane Shot Die and must succeed on a Charisma saving throw or be banished. While banished, the creature has the Incapacitated condition and a Speed of 0. At the end of its next turn, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.  After you reach 18th level in this class, a target also takes additional force damage equal to one roll of your Arcane Shot Die when the arrow hits it.

Charming Shot

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes extra psychic damage equal to your Arcane Arrow dice, 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.

Dispelling Shot

You fire an arrow infused with disruptive abjuration energy that tears through lingering spells and enchantments.  The target takes normal weapon damage plus additional force damage equal to one roll of your Arcane Shot Die.  The arrow then attempts to dispel a single magical effect currently affecting the target (as if you cast dispel magic at 3rd level), using your Arcane Shot save DC in place of a spell save DC.  If the effect is higher than 3rd level, make an ability check using your Dexterity or Intelligence modifier (your choice) + proficiency bonus, DC = 10 + the spell’s level.  Regardless of success or failure, the target must make a Constitution saving throw or lose concentration on any spell it is maintaining.

Explosive Shot

You imbue your ammunition with explosive force energy. Immediately after you deal damage to the creature, your target and each creature within a 10-foot Emanation originating from the target take Force damage equal to two rolls of your Arcane Shot Die.

Grasping Shot

Your ammunition creates clutching brambles around your target. The creature you hit takes additional Slashing damage equal to one roll of your Arcane Shot Die and must succeed on a Strength saving throw or have the Restrained condition for 1 minute or until you use this 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.

Homing Shot

Your ammunition can 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 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, the target must make a Dexterity saving throw. On a failed save, the target takes 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. On a successful save, the target takes half as much damage only. If the target is beyond your weapon’s long range, the ammunition disappears after traveling as far as it can.

Luminous Shot

When you fire this arrow, it shimmers with blinding radiance, leaving a trail of golden light in its wake. On hit the target takes normal weapon damage plus Radiant damage equal to one roll of your Arcane Shot Die.  The target must make a Constitution saving throw.  On a failed save, the target emits bright light in a 10-foot radius and dim light for 10 more feet for 1 minute or until it is completely obscured. While glowing, the target cannot benefit from being invisible and attack rolls against it have advantage if it is within the area of bright light.  Undead and fiends hit by this arrow also take an additional Arcane Shot Die radiant damage.

Piercing Shot

You 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 Piercing damage equal to two rolls of your Arcane Shot Die. On a successful save, a creature takes half as much damage.

Umbral Shot

Your ammunition occludes 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 end of its next turn.

Weakening Shot

Your ammunition saps your target’s strength. The creature you hit takes additional Necrotic damage equal to two rolls of your Arcane Shot Die. The target must also succeed on a Constitution saving throw or have the Poisoned condition until the end of its next turn. Whenever a target Poisoned in this way hits with an attack roll, it subtracts an amount equal to one roll of your Arcane Shot Die from the total damage of that attack.

Level 7: Magic Shots

You gain the ability to infuse ordinary ammunition with magic. Whenever you fire a nonmagical ammunition from a ranged weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammunition immediately after it hits or misses its target.

Level 7: Curving Shot

You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Level 10: Ever-Ready Shot

Your magical archery is available whenever battle starts. When you roll Initiative, you can regain one expended use of Arcane Shot.

Level 15: Countershot

You turn an enemy’s mistake into a clean disengage and counterattack. When a creature you can see misses you with an attack, you can use your reaction to slip away and strike. Move up to half your speed directly away from the attacker without provoking opportunity attacks, then make a ranged attack against that creature as part of the same reaction (if it’s within your weapon’s range).

Level 18: Masterful Shots

You gain advantage on any attack roll made as part of an Arcane Shot.  When you roll damage for an Arcane Shot, you can reroll one of the Arcane Shot damage dice and use the new result.  Additionally, when you score a critical hit with an Arcane Shot, add one additional Arcane Shot damage die to the critical damage total.

Arcane Archer  -}}}------D Image

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