Fighter - Revised Arcane Archer

by KibblesTasty

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Revised Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the 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.

Cavalier Features

Fighter Level Feature
3rd Arcane Knack, Arcane Superiority
7th Trick Shots
10th Improved Arcane Superiority (d10)
15th Unerring Shots
18th Improved Arcane Superiority (d12)

Arcane Knack

Starting at 3rd level, your study of the Arcane grants you proficiency in the Arcana skill, and you learn two druid or wizard cantrips of your choice.

Arcane Superiority

When you choose this archetype at 3rd level, you learn arcane shots that are fueled by special dice called superiority dice.

Arcane Shot. You learn three empowered shots of your choice, which are detailed under “Arcane Shot” below. Many arcane shot enhance an ranged weapon attack in some way. You can use only one arcane shot per attack. An arcane shot counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You learn two additional arcane shots of your choice at 7th, 10th, and 15th level. Each time you learn new arcane shots, you can also replace one arcane shot you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your Arcane Shots require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Arcane Shot save DC = 8 + your proficiency bonus +

your Intelligence modifier

Trick Shots

Starting at 7th level, if you fire a piece of ammunition using a superiority die and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Once you use this ability to reroll an attack, you cannot use it again until you complete a short or long rest.

Additionally, you can fire ammunition in special ways to provide simple utility; carrying, anchoring, or severing ropes, opening simple doors, extinguishing torches, or any simple non-combat task of your DMs discretion.

Improved Arcane Superiority

At 10th level, your superiority dice turn into d10s.

Unerring Shots

Starting at 15th level, when you expend a superiority die on an attack, you can add that superiority die to the attack roll.

Improved Arcane Superiority

At 18th level, your superiority dice turn into d12s.

Arcane Archer vs. Battlemaster

This version of Arcane Archer uses mechanics that more closely mirror the Battlemaster. Just as many spell casters share a resource system in spell slots, allowing Fighter subclasses to share a similar mechanic in Superiority die feels like a cleaner design, and helps leave Battlemaster and Arcane Archer in more comparable spots.

For the purposes of feats such as Martial Adept, your Superiority dice are interchangeable, but you can only use a maneuver or arcane shot on an attack.

Arcane Shot

The arcane shots are presented in alphabetical order.


Bramble Shot. When you make an attack with a ranged weapon, you can expend one superiority die to wrap the shot in thorns. On hit these thorns wrap about the target, forcing causing it become entangled in thorns.

While entagled by thorns, each time it moves more than 1 foot without teleporting, it takes piercing damage equal to your Superiority Die, and makes a Dexterity saving throw. On a passed save, it escapes the brambles after taking damage. This brambles last for 1 minute, or until it passes a Dexterity saving throw after moving. As an action, a creature can clear away the brambles, taking piecing damage equal to your Superiority Die in the process.


Fire Shot. When you make an attack with a ranged weapon, you can expend one superiority die to infuse your ammunition with the power of fire prior to making attack. On hit it explodes; dealing additional fire damage equal to the superiority die, and all other creatures within 10 feet of the target must pass a Dexterity saving throw or take fire damage equal to your superiority die.


Force Missile Shot. When you make an attack with a ranged weapon, you can forgo using a piece of ammunition, instead forming the ammunition from pure arcane energy. You do not need to expend a piece of ammunition on this attack, and the attack treats the target's armor as 10 + their Dexterity modifier by passing all armor or magical AC bonuses they have, but is automatically blocked by the shield spell.


Ice Shot. When you make an attack with a ranged weapon, you can expend one superiority die to infuse your ammunition with the power of ice prior to making an attack. On hit the target takes additional cold damage equal to the superiority die must pass a Constitution saving throw, or be frozen in place, their movement speed becoming zero until the start of your next turn.


Lightning Shot. When you make an attack with a ranged weapon, you can expend one superiority die to turn your ammunition into a bolt of lightning. When you make an attack you forgo making an attack roll and instead every creature in a line 5 feet wide and the normal range of your weapon long must pass a dexterity saving throw or take damage equal to your weapon's damage dice + your superiority die. Creatures take half as much damage on a successful save.


Shadow Shot. When you make an attack with a ranged weapon, you can expend one superioity die and fire your ammunition into an patch of darkness you can see. The shot exits any other patch of darkness you can see within the maximum range of your weapon, counting as having traveled 5 feet between the patches of darkness. You gain advantage on the attack roll, and if the attack hits, the target takes additional necrotic damage equal to your superiority die.


Splitting Shot. When you make an attack with a ranged weapon, you can expend one superiority die to fire a piece of ammunition that splits into two, targeting two different creatures within 10 feet of each other with the same attack roll. At 18th level, the piece of ammunition splits into three, targetting up to three different creatures.


Teleporting Shot. When you make an with a ranged weapon, you can expend one superiority die to use your bonus action to teleport to within 5 feet of the target of the attack (the target of an attack does not need to be a creature); the maximum range you can teleport with this is 5 * your Fighter level. If the attack hits a creature you can attempt to swap places with it, that creature must pass a Charisma saving throw or is teleported to your current location when you teleport.


Wind Shot. You can expend one superiority die to to infuse your ammunition with the power of the wind prior to making an attack. Your attack ignores cover and disadvantage from long range. If that attack hits, add the superiority die to the attack's damage roll.

Arcane Archer Quicks

The following are some optional quirks for a player of this archetype

      d6       Quirk
1 You all sorts of feathers to fletch your arrows.
2 You regularly practice your trick shots with mixed success.
3 All problems can be solved with your ranged weapon of choice. Sometimes it just requires creativity.
4 You name your ranged weapon. You frequently refer to its feelings and preferences.
5 You make your decisions after checking which way the wind blows.
6 Shots are most impressive when taken in the middle of acrobatic stunts. You like to make impressive shots.
Created By:

https://www.patreon.com/KibblesTasty

Art Credits:

  • Vivien Ried - Wizards of the Coast
 

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