Fighter
Base Class: Fighter

The Mystic Archer infuses his attacks with magic to create a unique combination that harkens back to ancient masters from the feywild. These faerie techniques and teachings have become sought after by archers looking to increase their connection to the fey as well as their deadly art.

Blessing of Accuracy

At 3rd level, as you draw your arrow, a number of times per encounter equal to 1/2 Fighter level (round up), you can imbue your shot with a blessing as a Free Action, granting +1 to hit and to damage. The bonus from this feature increases to two at 11th level and three at 17th level.

Versatile Bow Use

Starting at 3rd level, you gain the ability to use the bow itself as a bludgeoning weapon, similar to a club or staff. As a Bonus Action, you can make a melee attack to one creature within 5’ of you for d6+DEX modifier. This attack uses your Dexterity and Proficiency Bonus for the attack bonus. The bow itself can be reinforced and enhanced (such as spear tips on the ends) to increase the damage, or change it from bludgeoning to slashing or piercing, but by no more than 3 pounds total. For example, a war pick head can be mounted on one end of the bow, dealing 1d8+DEX mod in piercing damage, or dagger blades can be mounted, one on each end, for slashing damage of d4+DEX mod.

Mystic Shot

All shots you make with your bow are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

AND

Choose 3 selections from following Options list. You gain one additional selection at every odd level, starting at 9th. After you have determined the success of the shot, you decide which option of the ones you have selected to implement. This can be done a number of times per day equal to 1/2 your level (round up), refreshing at each new encounter.

Banishing Arrow

The creature hit by the arrow must also succeed on a Charisma saving throw or be banished to a harmless location in the Feywild. 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. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow

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

Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.

Disarming Arrow

When you hit a creature with a ranged weapon attack, it must make a Dexterity saving throw DC 14 or drops one item (of your choice) that it is holding. That item flies 15 feet from the creature in a random direction. The hand holding the object takes a static 4 points of damage and is unable to be used for d4+1 rounds.

Enfeebling 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 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

The creature hit by the arrow takes an extra 2d6 poison damage from grasping, poisonous brambles, which sprout from the arrow and wrap around the target. Targets 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 Mystic 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

When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 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 increases to 3d6 when you reach 18th level in this class

Seeking Arrow

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. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class

Shadow Arrow

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

Volley

You can use your action to make a number of ranged attacks equal to your Wisdom modifier. Choose a point within your weapon's range and split your ranged attacks between the creatures within 10 feet of the chosen point. You must have ammunition for each target, as normal, and you make a separate attack roll for each attack. The following turn you cannot take the attack action in order to replenish your ammunition. You can use this feature once per combat encounter.

Redirection

When you make an attack roll with a magic arrow (which is any for you by now) and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Conditional Shot

You can choose one of the following conditions to inflict upon them: blinded, deafened, frightened or Silenced (as spell). The creature must make a Wisdom saving throw versus DC of 10 + you Wisdom modifier + Proficiency Bonus. If the save fails, the target suffers from this effect until the end of your next turn. This shot can be performed twice per combat encounter.

Enhanced Shot

You can select one additional damage type to be applied when you make a successful hit. Choose (and announce before rolling to hit) the type of damage to add from the following: fire, necrotic, radiant, thunder. On a successful hit, add 4d8 of the selected damage type. This shot can be performed twice per combat encounter.

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