Fighter
Base Class: Fighter

Improved Arcane Archer for Better Utility and Options

Level 15 TBD

Level 15 TBD

Level 18 TBD

Level 18 TBD

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

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you gain access to the Arcane Shot Options, and prepare two of these options after a Long Rest (see “Arcane Shot Options” below).

Once per turn when you attack with a weapon that has the [trait]Ammunition[/trait] property 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 of Arcane Shot equal to 1 plus your INT modifier and you regain all expended uses of it when you finish a short or long rest.

You can prepare 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.

Ever-Ready Shot

When you roll Initiative, you can regain one expended use of Arcane Shot. If you already have all of your uses of Arcane Shot, you gain Advantage on your first attack roll after rolling Initiative. 

Arcane Infusion

At the end of a Long Rest, choose one damage type from the following: Acid, Cold, Fire, Lightning, Psychic, Radiant, or Necrotic. 

Once on each of your turns when you hit a creature with a weapon that has the [trait]Ammunition[/trait] property, you can deal extra damage of the chosen type equal to your Arcane Shot Die. You cannot apply this damage to an attack enchanced by Arcane Shot. 

Magical Ammunition

You've learned to utilize the magic infused into your arrows for purposes beyond combat. You can infuse arrows with magical effects based on the options provided below. 

As a Magic action, you can imbue a piece of nonmagical ammunition with one of the following magical properties. If the shot requires a solid surface you can see, the effect activates upon the ammunition hitting the surface and lasts for the duration provided. The ammunition is destroyed when the effect ends. You can use this feature once and restore the ability to use it after a Short or Long Rest. When you have no uses remaining for Magical Ammunition, you may expend a use of your Second Wind (no action required) to restore a use of Magical Ammunition. 

Darkening Shot You shoot an arrow at a solid surface you can see within your weapon's range. Magical shadows fill a 15-foot Emanation originating from the ammunition for 1 minute. Nonmagical flames in the Emanation are extinguished, and creatures in the Emanation have a -5 penalty to Wisdom (Perception) checks and Passive Perception. 

Unlocking Shot You shoot an arrow at a solid surface you can see within your weapon's range. A burst of magic in a 15-foot Emanation around the ammunition's impact creates a loud knock audible up to 300 feet away. Any object in the Emanation that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck or unbarred. If the object has multiple locks, only one of them is unlocked. 

Vine Shot A 60-foot-long vine grows from the ammunition after it hits a surface. You and other creatures can then climb the vine, which withers away after 10 minutes. 

Communicating Shot You speak words into a piece of ammunition as it casting the Message cantrip and then shoot it at a surface within 120 feet. Upon impact the spoken words are whispered from the ammunition and can be heard by a creature within a 5-foot Emanation of the ammunition's impact. 

Curving Shot

You learn how to direct an errant shot toward a new target. If you make an attack roll with a weapon with the [trait]Ammunition[/trait] property and miss, you can cause the shot to ricochet toward a new target as a Bonus Action immediately after the attack misses. The new target must be a creature you can see within the weapon's range and within 60 feet of the attack's original target. Make an attack roll against the new target. 

Greater Magical Ammunition

You have gained the ability to use the additional options below as a part of the Magical Ammunition feature. Additionally, you can use the Magical Ammunition feature twice rather than once per Short or Long Rest. You still may expend a use of your Second Wind feature in order to restore a use of Magical Ammunition. 

Drone Shot You fire a piece of ammunition into the air that becomes a magical tracking device. When you do so, you can expend one or two uses of Magical Ammunition. The tracking device lasts for a number of hours equal to the amount of Magical Ammunition uses you expended. You can use an Action to see from the arrow's location for up to 1 minute at a time, when you do so you have the Blinded

Portal Shot You fire a piece of ammunition at a surface you can see within 60 feet of you. Upon impact, the ammunition tears through the Ethereal plane creating a temporary portal that lasts for up to 1 minute. You may dismiss the portal (no action required) early. Yourself and a number of additional creatures equal to your Intelligence modifier (minimum of 1) can pass through the portal until it is dismissed or the effect ends. 

Bridge Shot You fire a piece of ammunication that creates a magical bridge up to 60 feet long, 10 feet wide and that lasts for up to 10 minutes. The bridge can be dismissed (no action required) early, before the duration ends. 

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. Some of these options utilize your Arcane Shot Die to determine the dice rolled for the effects. Starting at level 3 your Arcane Shot Die is a d6. 

If an Arcane Shot option requires a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus. 

At Higher Levels: Your Arcane Shot Die becomes a d8 at level 10, a d10 at level 15, and a d12 at level 18. 

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 muste succeed on a Charisma saving throw or be banished. While banished, the creature has the Incapacitated 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. 

Beguiling Shot

Your ammunition beguiles your target. The creature you hit takes additional Psychic damage equal to two rolls of your Arcane Shot Die and must succeed on a Wisdom saving throw or have the Charmed until the start of your next turn, treating either you or one of your allies within 30 feet of the target (your choice) as the charmer. The Charmed condition ends early if the charmer attacks the target, deals damage to it, or forces it to make a saving throw. 

Bursting 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. 

Enfeebling 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 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. 

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. 

Piercing Shot

You give your ammunition an ethereal quality. When you use this option, you don't make an attack roll for 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. 

Seeking 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. 

Shadow 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 until the end of its next turn. 

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