Base Class: Fighter
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Design Notes
I created this remaster due to the Arcane Archer being a notoriously unsatisfying martial archetype to play. I played an Arcane Archer myself in a campaign for quite some time, and during that time, while enjoying my character, I noticed several flaws of the subclass I am trying to fix with this remaster. My main goal was to stay as close to the official version as possible, to not introduce a new mechanic or concept, not change the flavor and only do minor edits and fixes; I also reworked several Arcane Shot options to make them easier to rule and better balanced.
- Level 3: I decided against increasing the number of arcane shots to an amount equal to the character's proficiency bonus, intelligence score or equal to the mount of maneuvers a fighter of the Battlemaster archetype gets, because Arcane Shots are, or at least are supposed to be more impactful than maneuvers and thus should be more limited in uses. Instead, this remaster gives a third Arcane Shot per short rest at level 10 and a fourth one at level 18. In addition, the character can now choose between Intelligence and Wisdom as the ability used for the Arcane Shot save DC, as Wisdom is a much better fit for "druidic" archers that choose druidcraft and the Nature skill.
- Level 7: Curving Shot is now part of the Attack action, freeing up the bonus action for other uses, including the new level 18 ability. Also, Arcane Arrow now actually creates an arrow when drawing the bow to fire, so an Arcane Archer no longer needs to care about mundane ammunition.
- Level 10: Arcane Shots scale now at this level *and* at level 18, in addition to the new additional Arcane Shot use per short rest gained at this level and at level 18.
- Level 15: Ever-Ready Shot remains completely unchanged.
- Level 18: Aside from the second scaling of the Arcane Shots and the number of uses, the character gains a new ability at that level, which is a bonus action teleport coupled with advantage on the next attack roll, so that the class now has a true capstone ability, one that works well with the general flavor.
- Arcane Shot options: I reworked most of them, some only received minor changes to make them easier to use such as Shadow Arrow, others are completely redesigned, such as Bursting Arrow, that became Elemental Arrow.
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of 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 Druidcraft cantrip.
Arcane Shots
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 shortbow or longbow 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, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. At level 10 you gain another use of that ability for a total of three uses, and at 18th level one more for a total of four uses.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each time you learn a new Arcane Shot option you can also replace one Arcane Shot option you know with a different one.
Arcane Arrow
At 7th level, you gain the ability to use magic to create arrows whenever you need them. When you draw back the string of a shortbow or a longbow without an arrow attached, a spectral, faintly glowing arrow appears, which you can use for the attack. This arrow counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and fades away immediately after it hits or misses its target.
Curving Arrow
At 7th level, you learn how to direct an errant arrow toward a new target. Once per turn, when you take the Attack action and make a ranged weapon attack with a shortbow or a longbow and miss, you can as part of the Attack action reroll the attack roll against a different target within 60 feet of the original target.
Improved Arcane Shots
At 10th level, your Arcane Shots become more powerful. They either deal more damage or gain other improvements, as noted for each individual option. At 18th level, your Arcane Shots improve again.
Ever-Ready Shot
Starting at 15th level, 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.
Arcane Aim
At 18th level, you learn how to use magic to always get into the most optimal position to hit your desired target. On each of your turns, you can use a bonus action to magicially teleport up to 30 feet to an unoccupied space you can see and give yourself advantage on the next ranged weapon attack with a shortbow or a longbow you make during this turn.
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 or your Wisdom modifier (your choice).
Banishing Arrow
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow takes an additional 2d6 force damage and must succeed on a Charisma saving throw or be banished. While banished in this way, its 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.
When you reach 10th level in this class, the force damage increases to 3d6, when you reach 18th level in this class, the force damage inceases to 4d6.
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 and must use all of its movement on its turn to get as close to that ally as possible. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
When you reach 10th level in this class, the psychic damage increases to 3d6, when you reach 18th level in this class, the psychic damage inceases to 4d6.
Elemental Arrow
You use evocation magic to imbue an arrow with the force of the elements. Choose either acid, cold, fire, lightning or thunder. The arrow's effects depend on the chosen element:
- Acid: The target takes an additional 4d4 acid damage and must make a Dexterity saving throw. On a failure it is covered with acid and takes 2d4 acid damage at the start of each of its turns for 1 minute or until it or another creature uses an action to clean the acid off.
The initial damage increases to 6d4 at 10th level in this class and to 8d4 at 18th level in this class and the lingering damage increases to 3d4 at 10th level in this class and to 4d4 at 18th level in this class. - Cold: The target takes an additional 2d8 cold damage and must make a Constitution saving throw. On a failure, its movement speed is halved until the end of its next turn.
The damage increases to 3d8 at 10th level in this class and to 4d8 at 18th level in this class. - Fire: The arrow explodes with a burst of fire. The target and all creatures within 10 feet of it must make a Dexterity saving throw, taking 4d6 fire damage on a failure or half as much on a success. Objects in the area that aren't being worn or carried, are damaged, and, if flammable, ignited.
The damage increases to 4d6 at 10th level in this class and to 8d6 at 18th level in this class. - Lightning: The arrow transforms into a lightning bolt, which flies in a straight line towards its target and pierces other creatures on its way. The target and all creatures within the path of the arrow must succeed on a Dexterity saving throw, taking 4d6 lightning damage on a failure or half as much on a success.
The damage increases to 6d6 at 10th level in this class and to 4d6 at 18th level in this class. - Thunder: The target takes an additional 2d8 thunder damage and must make a Constitution saving throw. On a failure, it is pushed up to 15 feet away.
The damage increases to 3d8 at 10th level in this class and to 4d8 at 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 and must make a Strength saving throw or be restrained. 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.
When you reach 10th level in this class, the poison damage increases to 3d6, and when you reach 18th level in this class, the poison damage increases to 4d6.
Piercing Arrow
You use transmutation magic to give your arrow an ethereal quality, The arrow passes through solid objects, ignoring cover, and can hit creatures on the Ethereal Plane as well as creatures on the Material Plane. When you use this option, you make a normal attack roll against your first target. If the arrow hits, it pierces through the target and continues flying, and you can make an attack roll with disadvantage against every creature in a line directly behind the target.
When you hit 10th level in this class, the attack roll against the 2nd target no longer suffers from disadvantage, and when you reach 18th level in this class, the attack roll against the 3rd target no longer suffers from disadvantage.
Seeking Arrow
Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature that is familiar to you. 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, and for the next minute, you know the target's location. On a successful save, the target takes no damage as the arrow misses it, and you don’t learn its location.
When you reach 10th level in this class, you can use the arrow as a scrying sensor for one minute if it hits the target, and when you reach 18th level in this class, the arrow can seek and hit the target as long as it is within twice the weapon's range.
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 blinded until the start of your next turn.
When you reach 10th level in this class, the psychic damage increases to 3d6, and when you reach 18th level in this class, the psychic damage increases to 4d6.
Vampiric Arrow
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage, and you heal by an amount equal to the necrotic damage dealt. Also, it must make a Constitution saving throw or deal only half damage with its weapon attacks until the end of its next turn.
When you reach 10th level in this class, the necrotic damage increases to 3d6, when you reach 18th level in this class, the necrotic damage inceases to 4d6.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
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