Martial Archetype: Eldritch Archer
All true archers practice tirelessly to perfect the power and accuracy of their shots, but some go a step further. These archers endure long hours of study and meditation, following in the traditions of elven arcane archers and rangers in order to weave magic into their bows and arrows. Whether drawing from arcane secrets or more primal sources, these eldritch archers achieve feats which mundane archers can only dream of: striking with arrows imbued with magical flame, freezing cold or shocking electricity; sending arrows zig-zagging unerringly to their target; and even shooting directly through walls and armor as though they were smoke.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips. You learn three cantrips of your choice from the eldritch archer spell list. You learn another eldritch archer cantrip of your choice at 10th level.
Spell Slots. The Eldritch Archer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell ensnaring strike and have a 1st-level and a 2nd-level spell slot available, you can cast ensnaring strike using either slot.
Spells Known of 1st Level and Higher. You know three 1st-level spells of your choice from the eldritch archer spell list.
The Spells Known column of the Eldritch Archer Spellcasting table shows when you learn more eldritch archer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the eldritch archer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your eldritch archer spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an eldritch archer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Bow of the Magus
At 3rd level, you have learned to craft your own magic bow. You can spend 10 minutes performing a ritual to transform a nonmagical bow or crossbows into a magic weapon, granting it a +1 bonus to attack and damage rolls. This effect ends once you use this feature again.
Eldritch Archer Spellcasting
Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 3 | 3 | 2 | — | — | — |
4th | 3 | 4 | 3 | — | — | — |
5th | 3 | 4 | 3 | — | — | — |
6th | 3 | 4 | 3 | — | — | — |
7th | 3 | 5 | 4 | 2 | — | — |
8th | 3 | 6 | 4 | 2 | — | — |
9th | 3 | 6 | 4 | 2 | — | — |
10th | 4 | 7 | 4 | 3 | — | — |
11th | 4 | 8 | 4 | 3 | — | — |
12th | 4 | 8 | 4 | 3 | — | — |
13th | 4 | 9 | 4 | 3 | 2 | — |
14th | 4 | 10 | 4 | 3 | 2 | — |
15th | 4 | 10 | 4 | 3 | 2 | — |
16th | 4 | 11 | 4 | 3 | 3 | — |
17th | 4 | 11 | 4 | 3 | 3 | — |
18th | 4 | 11 | 4 | 3 | 3 | — |
19th | 4 | 12 | 4 | 3 | 3 | 1 |
20th | 4 | 13 | 4 | 3 | 3 | 1 |
In addition, you gain proficiency in either the Arcana or the Nature skill. If you chose Nature, you may use Wisdom as your spellcasting ability, instead of Intelligence.
Eldritch Shot
Starting at 7th level, you gain the ability to imbue spells into your arrows, channeling your magic through your bow.
You may use your action to imbue an arrow or crossbow bolt with an eldritch archer cantrip, and make a single ranged weapon attack with that arrow or bolt. This spell must have a normal casting time of one action, use a spell attack roll, and target a single creature. Imbuing a spell is considered casting it, and requires the usual components.
When you hit a creature with a ranged weapon attack using the arrow or crossbow bolt you imbued, the creature experiences the spell's effects as though they had been hit with the spell's spell attack roll.
An arrow or crossbow bolt imbued with a spell is considered magical, if it was not already.
Seeker Arrow
At 10th level, your magic arrows unneringly seek their target, even around corners. When you make a ranged weapon
attack roll with a magic arrow or crossbow bolt, you do not need line of sight against a creature whose location is known to you, and the attack ignores all cover unless the target is completely encased in a barrier.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a short or long rest.
Phase Arrow
At 15th level, you can fire an arrow directly through solid walls and armor to strike your target. When you make a ranged weapon attack with a magic arrow or crossbow bolt, you can choose to have it pass directly through any nonmagical barrier. The attack also ignores the effects of nonmagical armor and shields on the target's Armor Class, treating them as though they were unarmored.
You must complete a long rest before you can use this feature again.
Improved Eldritch Shot
At 18th level, you can can imbue a non-cantrip eldritch archer spell when you use Eldritch Shot.
Art Credits
- Jared Ondricek (page textures)
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- Li Qian
Eldritch Archer Spells
Cantrips (0 Level)
- Blade Ward
- Chill Touch
- Druidcraft
- Fire Bolt
- Gust
- Mage Hand
- Mending
- Message
- Prestidigitation
- Ray of Frost
- Shocking Grasp
- Thunderclap
- True Strike
1st Level
- Absorb Elements
- Catapult
- Chromatic Orb
- Detect Magic
- Ensnaring Strike
- Faerie Fire
- Hail of Thorns
- Jump
- Longstrider
- Magic Missile
- Mage Armor
- Ray of Sickness
- Shield
- Thunderwave
- Witch Bolt
- Zephyr Strike
2nd Level
- Acid Arrow
- Blur
- Cordon of Arrows
- Enhance Ability
- Gust of Wind
- Invisibility
- Locate Object
- Magic Weapon
- Mirror Image
- Pass Without Trace
- Ray of Enfeeblement
- See Invisibility
- Silence
3rd Level
- Blink
- Conjure Barrage
- Counterspell
- Dispel Magic
- Elemental Weapon
- Flame Arrows
- Fly
- Haste
- Lightning Arrow
- Sending
- Slow
- Water Walk
- Wind Wall
4th Level
- Arcane Eye
- Freedom of Movement
- Greater Invisibility
- Guardian of Nature
- Locate Creature
- Resilient Sphere