Fighter
Base Class: Fighter

good archer

Arcane Knowledge

You gain the prestidigitation cantrip

Arcane Shot

At 3rd level you learn to enchant your arrows with magic from the different schools of magic. You gain 2 arcane shots options which you can use a number of times equal to your int modifier (minimum of 1), once a turn gaining all uses back on a short rest or long. 

You declare an arcane shot before an attack is made. 

Save DC = 8 + Int + prof 

You gain an extra 1D6 damage die for your arcane shots and an additional arcane shot option at 7th level, 10th level, 15th level and, 18th level.

Abjuration

When you hit with this arrow you can attempt end a magical effect or ward the target for one minute. If the warded target attempts to cast a spell during that time you can use a reaction and attempt to foil it consuming the ward. A spell of ¼ your fighter level or lower end. Or when used as a ward spells of 1st level fail automatically If the spell level is higher attempt an intelligence check to beat 10 + the spells level to fail it. 

Conjuration

You can swap places with this arrow or whatever it hit. If it hits a creature it has to make a charisma saving through against your save DC if it fails you swap places if it saves you. appear within 5 ft of it. 

Divination

Hitting this arcane shot grants you a glimpse into the targets mind giving it disadvantage to hit you. 

Enchantment

If this arcane shot hits the target must make an intelligence saving throw on a failed save the target subtracts your intelligence modifier from all saving throws until the end of your next turn.  

Evocation

Creatures within 10ft of the target take your arcane shot damage. 

Illusion

You weave illusions around your bolt giving you an advantage to hit for the rest of the turn.  

Necromancy

Your Arcane shot deals necrotic damage and you heal for half the damage dealt. 

Transmutation

The target makes a constitution saving throw on a successful save nothing happens, on a failed save you pick one of Fire, Cold, Lightning, Thunder, Posion or Acid. If the target has immunity to that damage it becomes resistance, if it has resistance it loses it until the end of your next turn. If the target was not resistant or immune to the selected damage it becomes venerable to the next instance of that damage.  

Magic Arrow

At 7th level your learn to replace your arrows with magical energy. you can choose to not use an arrow when shooting your bow instead conjuring a shard of magical energy causing your bow attacks to instead deal force damage. 

Curving Arrow

 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, once a turn you can reroll the attack roll against a different target within 60 feet of the original target. 

Ever-Ready Shot

15th Starting at your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. 

Mythical Shot

18th level your arcane shot damage die change to a d8 and your normal and long range with bows is doubled. 

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