Fighter
Base Class: Fighter

You know what you're hear for. This seeks to improve lackluster Arcane Archer.

Level 3: Magical Lore

At 3rd level, your studies of both magical theory and the secrets of nature grant you the following benefits(typical for practitioners of this elven martial tradition). You gain proficiency in in Arcana and Nature. Additionally you gain two cantrips of your choosing from ether the wizard or druid spell list. Your spell casing ability modifier for these spells is Intelligence.

you gain additional cantrips when reaching certain levels in the fighter class, lvl 7, lvl 10, lvl 12, lvl 15 and lvl 18.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Arcane Shot options of your choice (see “Arcane Shot Options” below).

Once per turn when you fire an arrow from a ranged weapon as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have a number of uses equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 7th , 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a ranged weapon, it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Additional whenever you cast a cantrip you may make an additional weapon attack as part of the action or bonus action used for the spell.

Curving Shot

At 10th level, 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.

Ever-Ready Shot

Starting at 15th level, your magical archery is unrivaled. You can now imbue two of your attacks in your extra attack action with an Arcane shot rather that only one. Additionally once per short or long rest a creature of your choice that takes damage from your Arcane shots has vulnerability to the next instance of damage it takes unless it has immunity to the damage type normaly.

Level 18: Perfect Shot

You gain the ultimate mastery over welding ranged weapon. When rolling initiative you can chose to go into a flow state. For the first round of that combat the number needed to roll a critical hit with a ranged weapon is reduced to 15 till the end of your turn. Once you use this feature you cant do so again until you finish a long rest.

Level 3: 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 Arrow

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild and takes an additional 2d6 force damage. The creature hit by the arrow 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. on a successful save the target take half the additional damage.

After you reach 18th level in this class, the damage increases to 4d6 force damage when the arrow hits it.

Beguiling Arrow

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow 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 Arrow

You imbue your arrow 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 15 feet of it take 2d6 force damage each.

The force damage and radius increases to 4d6 and 30ft when you reach 18th level in this class.

Enfeebling Arrow

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks and unarmed strikes is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

Grasping Arrow

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow 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 Arrow

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 5 foot wide and 30 feet long, before disappearing. The arrow 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 arrow, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage and aria increases to 4d6 10ft wide and 60ft long when you reach 18th level in this class.

Seeking Arrow

Using divination magic, you grant your arrow 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 arrow 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 arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, you learn the target’s current location and its speed is reduced to 0ft until the end of its next turn. On a successful save, the target takes half as much damage, you don’t learn its location and its speed is reduced buy 10ft.

The force damage increases to 4d6 when you reach 18th level in this class.

Shadow Arrow

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow 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.

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