Arcus
Over a thousand feet away from his target, a high-elf, armed with a crossbow, sits atop a watchtower, waiting for the single moment the corrupt noble looks out from the armored carriage for a second too long.
A tiefling grins as she leaps into the air, unfazed by the 600-foot drop as the air rushes past her, she controls her breathing and loses a shot from her longbow that pierces through the dragon's impenetrable hide.
A human twirls an arrow into the air as the ground in front of her swirls up into a wall of earth, the guard battalion screeches to a halt, unsure of what to do. That's when she strikes. A volley of shots coming from everywhere; the walls, ceilings and floors of the manor.
The Arcus has mastered the art of ranged combat. Where rangers rely on natural magic and supernatural aid, and fighters rely on onslaughts of attack after attack, an Arcus uses deadly efficiency and raw skill to contend with all manner of foes, dispatching targets one after the other as their enemies fail to gain ground, riddled with arrows.
Varied and unique
Arcus have very little in common with one another, each one specializes and focuses on different aspects of their skill, be it rigid anatomical trickshots or riding the winds past enemies, no two Arcus are the same. Operating just as effectively in the bustle of a city or the frigid tundra of a white dragon's lair, an Arcus can do their job with nothing but their trusty weapon and some ammunition.
Skill and creativity above all else
The path of an Arcus requires dedicated training and perfection of oneself. Not every archer, mercenary or soldier is an Arcus, most of these troops lack the dedication to constantly improve their skill and perfect their own unique style of combat. Dealing with titanic threats and powerful foes is not an uncommon task for an Arcus even before they took up their weapons for a cause, many aspiring adventurers accept the risk of the job when they decide to pursue the life of an Arcus and aren't surprised to find themselves up against monsters, devils and dragons with little more than a bow and arrow.
The Arcus
Level | Proficiency Bonus | Features | Innovations Known | Arcus Points |
---|---|---|---|---|
1st | +2 | Elite Aim, Breathing Techniques | - | - |
2nd | +2 | Craftsmanship, Arcus Innovations | 2 | 2 |
3rd | +2 | Held Breath, Archery Archetype | 2 | 2 |
4th | +2 | Ability Score Improvement, Ideal Shot | 2 | 2 |
5th | +3 | Extra Attack | 3 | 3 |
6th | +3 | Tireless Precision | 3 | 3 |
7th | +3 | Archery Archetype Feature | 3 | 3 |
8th | +3 | Ability Score Improvement | 4 | 4 |
9th | +4 | Elite Aim Improvement (+1 bonus) | 4 | 4 |
10th | +4 | Archery Archetype Feature | 4 | 4 |
11th | +4 | Defensive Shots | 5 | 5 |
12th | +4 | Ability Score Improvement | 5 | 5 |
13th | +5 | Tireless Precision Improvement | 5 | 5 |
14th | +5 | Elite Aim Improvement (+2 bonus), Ranged Master | 6 | 6 |
15th | +5 | Archery Archetype Feature | 6 | 6 |
16th | +5 | Ability Score Improvement | 6 | 6 |
17th | +6 | Elite Aim Improvement (+3 bonus), Fast Actions | 6 | 6 |
18th | +6 | Archery Archetype Feature | 6 | 6 |
19th | +6 | Ability Score Improvement | 7 | 7 |
20th | +6 | Ricochet Calculus | 7 | 7 |
Creating an Arcus
As you build your Arcus, focus on what makes your character unique and how they came to develop their particular style of ranged combat. Does your Arcus constantly go for flashy and elaborate trickshots that are seemingly impossible to the unskilled eye? Do they lie in wait and prepare for the single moment their enemy shows weakness, believing in the 'perfect kill?' Your skill and weaponry are the only things standing between you and the hordes of enemies that endanger both you and your party. Why did they decide to focus on ranged combat and take up the dangerous life? You might have received training from a wizened mentor or improved along with a close rival, constantly testing your accuracy against theirs. Maybe you are self-taught, a prodigy with your weapon of choice whose style is so unique and unpredictable purely because they had no points of reference to build it from.
Quick Build
You can make an Arcus quickly by following these suggestions. First, make Dexterity your highest ability score. Your next highest score should be Intelligence, followed by Constitution. Second, choose the Soldier background.
Class Features
As an arcus, you gain the following class features
Hit Points
- Hit Dice: 1d10 per arcus level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per arcus level after 1st
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Ranged simple weapons, ranged martial weapons, daggers
- Tools: Choose two from Tinker’s Tools, Poisoner’s Kit, and one Artisan’s Tools of your choice.
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) longbow or (b) any simple or martial ranged weapon
- (a) five daggers or (b) any simple melee weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack or (c) a burglar's pack
- (a) a chain shirt or (b) leather armor
- 100 pieces of ammunition
- two sets of tools and a hand crossbow
Elite Aim
Beginning at 1st level, your breathing allows for steady and precise shots. On each of your turns in combat, if you have moved less than half of your movement speed, you can set up an aiming stance until the start of your next turn or until you move.
For as long as you are in an aiming stance, you gain the following benefits:
- When a creature you can see within the range of your weapon moves, you can use your reaction to make an attack roll against the creature. On a hit, you reduce their movement speed to 0 for the turn instead of any other effects or damage.
- You gain a +2 bonus to AC against ranged attacks.
Breathing Techniques
Also at 1st level, you learn a breathing technique that helps you in some way. You gain one of the following features of your choice.
Scream of Endurance
When you fail a saving throw, or are hit by an attack, you can choose to let out a bellowing yell to gain a +1 bonus to your AC and a +2 bonus to saving throws until the start of your next turn, including against the triggering attack or save. You can use this ability once per round, and when you do so, you can’t use your Elite Aim on your next turn.
At 6th level, the bonus to your Scream of Endurance feature doubles (to a total of +2 bonus to your AC, and +4 bonus to saving throws).
Flow of Ingenuity
You can take a minute to craft a trap or piece of ammunition, choosing from the options below. Crafting an object requires the use of Tinker's Tools. The maximum number of objects you can craft with this feature at one time is equal to your Intelligence modifier (minimum of one object). You may destroy any number of objects at a time (no action required).
Saving Throws. Some of your Traps or Ammunitions require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Flow save DC = 8 + your proficiency bonus + your Intelligence modifier.
Starting at 6th level, you may take the Use an Object action as a bonus action on each of your turns. Alternatively, you may replace one of your attacks on your attack action with an object interaction.
Tangling Ammunition. When you fire this ammunition and hit a creature, that creature must make a Strength or Dexterity saving throw (your choice when you create this item) or fall prone. Whether you hit or miss, this item is then destroyed.
Piercing Ammunition. When you fire this ammunition and hit, the target takes an additional 1d6 piercing damage. Whether you hit or miss, this item is then destroyed.
Snare Trap. This trap subtly covers a 10 foot square on a surface. When a creature steps on it, you can choose to trigger the trap (no action required), forcing the creature to make a Dexterity saving throw or be grappled by the trap. A creature can use its action to repeat the Dexterity saving throw, freeing itself on a success. You must be able to see both the trap and the creature standing on it and must be holding a ranged weapon in order for the trap to trigger. Once triggered and not grappling a creature, this item is destroyed. This trap can’t be moved once created.
Destruction Trap. This trap can either be set up on the ground, or on an object. Regardless, it takes up a 1 foot square. As a bonus action while holding a ranged weapon and while able to see the trap, you can cause it to detonate, causing all hell to break loose. Each creature and object within 10 feet of the trap must make a Constitution saving throw, taking 2d6 bludgeoning damage on a failed save, or half as much on a successful one. When the trap detonates, it is destroyed. If the trap is set up on a size Small or Tiny object, you can use your action to throw it as an Improvised Weapon to a spot within 60 feet of you.
Whistle of Death
When you hit a creature with a ranged weapon attack, if you have half or three quarters cover from the target, your attack deals an additional 1d4 piercing damage. Additionally, if you hit an attack while hidden, you may immediately use a bonus action to make a Dexterity (Stealth) check against the target of your attack. On a success, your attack does not reveal your position to that creature, though it may still be able to determine from what direction the attack came from, at the DM’s discretion.
Starting at 6th level, you don’t need to use your bonus action to attempt to remain hidden.
Craftsmanship
Starting at 2nd level, you can create ammunition and weaponry with ease. You gain proficiency in Woodcarver’s Tools, or a different type of artisan’s tools if you already have it. Additionally, you can create ranged weapons at a third of the listed price and in half the time, and you can no longer run out of non-magical ammunition for weapons you are proficient with.
Arcus Innovations
Also at 2nd level, you have learned two Arcus Innovations of your choice, which are detailed at the end of the class description. At certain levels, you learn additional Arcus Innovations, as shown in the Innovations Known column of the Arcus table. Additionally, you have a number of Arcus points equal to the number of innovations you know. These points are used to fuel some of your innovation abilities. You regain them all when you finish a long rest. Additionally, when you gain a level in this class, you can swap out one innovation you know for another.
Held Breath
At 3rd level, you can hold your breath indefinitely, and you gain immunity to poison damage from gaseous sources.
Archery Archetype
At 3rd level, you choose a form of specialty to dedicate yourself to: the Sniper, the Wind Walker, the Skulker, the Blade, the Savant, or the Exterminator, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Ideal Shot
Also at 4th level, you automatically hit attack rolls with ranged weapons against objects that aren’t being worn or carried, as well as against creatures that are paralyzed, petrified, or that lack a movement speed entirely. If you are playing with the variant Disarm mechanic presented in the Dungeon Master’s Guide, you get a +5 bonus to attack rolls made to disarm items using ranged attacks.
Extra Attack
At 5th level, you can attack twice, instead of once, when you take the attack action on your turn. Additionally, you ignore the loading properties of ranged weapons you are proficient with.
Starting at 11th level, you may also ignore the reload properties of ranged weapons you are proficient with.
Tireless Precision
Beginning at 6th level, you can reroll an attack roll that you miss. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
Elite Aim Improvement
Starting at 9th level, you gain an additional benefit when you are in this aiming stance. You get a +1 bonus to attack rolls and damage rolls you make with ranged weapons while in your stance. At 14th level, this increases to a +2 bonus, and at 17th level, to a +3 bonus.
Defensive Shots
When you enter your aiming stance, you can choose to concentrate (as if concentrating on a spell). For as long as you concentrate, attacks rolls made against you from a source you can see are made with disadvantage.
Additionally, once you reach 17th level and are concentrating on Defensive Shots, your attack rolls you make with ranged weapons cannot have disadvantage.
Tireless Precision Improvement
Starting at 13th level, when you use your Tireless Precision feature to reroll an attack roll, you can immediately take an additional action, which you can’t use to make attacks. Additionally, you can use your Tireless Precision feature to reroll attack rolls twice, and regain the ability to do so when you finish a short rest or a long rest.
Ranged Master
Starting at 14th level, the range of your ranged weapons is doubled when you use them.
Fast Actions
Starting at 17th level, you can take an action, other than the attack or cast a spell actions, as a bonus action on each of your turns.
Ricochet Calculus
At 20th level, you can easily make impossible shots. You know the location of all creatures within 1,000 feet of you, your senses can’t be impaired by any means, and you treat full cover against your attacks as three quarters cover provided that there is a path to the target that doesn’t leave your attack range. If you make an attack against a target that would initially have full cover, that attack always has disadvantage, regardless of any other features or abilities you have.
Archery Archetypes
Beyond their innovations, individual Arcus choose different disciplines and styles that form the basis of how they fight. The archery archetype you choose reflects your discipline and style.
Sniper
Embodying the Sniper archetype means focusing on the brutal art of death from afar. The feeling of being watched, of having no recourse, of being outwitted - that is what a sniper seeks to instill in their target.
Sniper's Shot
When you choose this Archetype at 3rd level, you can attempt a Sniper’s Shot when you make an attack roll. You can only attempt one sniper’s shot per turn, and you must declare what shot you are attempting before you roll. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1) and regain the ability to do so when you finish a long rest.
Additionally, when you kill a target outright with a sniper’s shot, you regain the use you expended for that attack.
When you take a sniper’s shot, your target gains a bonus to AC, and on a hit, you can apply one of the following effects in addition to the attack’s regular effects. The effect you choose determines the bonus to AC your target has.
If a sniper’s shot requires a saving throw, the saving throw DC is 8 + your proficiency bonus + your Intelligence modifier.
The sniper's shots you can make are presented below:
Eye Shot. The target gains a +8 bonus to AC. If you hit your attack, the target is blinded. At the end of each of its turns while blinded, the target can make a Wisdom (Medicine) check contested by an Intelligence (Nature) check by you. On a success, the creature is no longer blind.
Herding Shot. The target gains a +4 bonus to AC. If you hit your attack, the target must immediately use their reaction if able to move up to their movement speed in a direction of your choice, but not into obviously dangerous ground, such as lava or a pit. A creature that is immune to the frightened condition doesn’t move.
Bullying Shot. The target gains a +4 bonus to AC. On a hit, the target takes half damage from the attack, but is subjected to the frightened condition. As an action, the target can make a Wisdom saving throw to steel their resolve and end the effect. The saving throw is made with disadvantage if the target can’t see you.
Head Shot. The target gains a +6 bonus to AC. On a hit, the target takes an additional 2d6 weapon damage and must make a Constitution saving throw or be stunned until the end of your next turn.
Bradypnea
Also at 3rd level, you can use your bonus action to give yourself advantage on your next attack roll this turn as your breathing slows to calm your shot. You can’t do so if you’ve moved more than 5 feet this turn, and you can’t move until you take your next attack once you’ve done so.
Patience
At 7th level, you have learned to wait for the perfect opportunity to strike. You can forfeit an attack on your turn to give yourself a +10 bonus to the next attack roll you make on the same turn.
Death Shot
At 10th level, you can easily kill with your weapon. When you attempt a sniper’s shot, you score a critical hit on a roll of 18-20 on the d20.
Flittering Flight
At 15th level, you can slip into position at the start of a fight. On the first round of combat, you gain advantage on Dexterity checks and saving throws, and your movement speed increases by 20 feet.
Seriality
At 18th level, you can repeatedly pull off your most deadly attack. You can regain one use of your Sniper’s Shot feature whenever you don’t take any actions for a round.
The Wind Walker
Embodying the Wind Walker archetype means controlling and harnessing your breathing cycle as a weapon, and combining those techniques with martial prowess. The feeling of a drop in your stomach - whether from a sudden fall or suddenly heightened awareness - that is what every wind walker seeks to experience.
Wind Casting
At 3rd level, you learn of the tempestuous currents you can influence with your every movement. These manipulative motions are represented by Wind Points.
You have a number of Wind Points equal to your level in Arcus plus your Intelligence modifier (minimum of 1), and you regain them when you finish a long rest. You can use these points to cast the below spells, requiring no components, as long as you have a ranged weapon in your hand. Intelligence is your spellcasting ability for these spells.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spells Known
- Dust Devil (3 points)
- Fog Cloud (1 point)
- Control Winds (5 points)
- Wind Wall (3 points)
- Gust of Wind (2 points)
- Levitate (2 points)
- Gust (1 point)
- Conjure Barrage (3 points)
- Cordon of Arrows (2 points)
- Skywrite (2 points)
- Zephyr Strike (1 point)
You can expend any number of additional wind points when you cast a spell. For each 2 wind points expended this way, you can increase the level at which the spell is cast by one, to a maximum of 5th level.
Wind Blasts
Also at 3rd level, you can expend a Wind Point when you hit an attack to knock the target back 15 feet.
Archery Casting
Starting at 7th level, when you use your action to cast a spell using Wind Points, you can make a single ranged attack as a bonus action.
Tempest Form
At 10th level, you can turn yourself and others into tempestuous forms. The following spells are added to the spells you can cast with your Wind Casting feature.
- Investiture of Wind (10 points)
- Swift Quiver (10 points)
- Wind Walk (4 points)
- Gaseous Form (2 points)
- Fly (3 points)
Improved Wind Casting
At 15th level, when you cast a spell using your Wind Points, you may spend 3 additional wind points and cast that spell without needing to maintain concentration. You may only have one spell active at a time that is benefitting from this feature.
Improved Archery Casting
At 18th level, when you use your action to cast a spell using wind points, you can now make a single ranged attack as part of the same action, instead of being able to do so as a bonus action.
The Skulker
The Skulker archetype is not only one of stealth but also creation. A skulker survives by manipulating the terrain to their advantage, creating cover and making their shots come from anywhere.
Slip Away
You gain proficiency in the stealth skill, if you don’t have it already, or a different Arcus skill if you do. Additionally, you can take the Hide action as a bonus action on each of your turns.
Wind Shaping
At 3rd level, you also gain the ability to create obstacles and objects for your own use by redistributing available materials. As a bonus action, you can whirl a piece of ammunition in your hand to spread out building materials from a non-magical structure or ground within 5 feet of you. The material of the structure splinters into tiny beads which hover in a vague shape that still functions as a solid object. You then transfer some of the beads to a form chosen from the options below.
Whirling Cover. You create a shape that takes the form of a 2 foot thick, 5 foot square extension from the structure or ground you take material from. While standing behind it, a creature has half cover against creatures in front of them.
Whirling Object. When you choose this option, you can create it from objects as well as structures. You create a shape that takes the form of a simple object that can have a volume no greater than 5 cubic feet.
Whirling Pillar. You can create this shape only from the ground. When you do, a 5 foot radius pillar forms under you and lifts to a height of up to 20 feet.
Regardless of which form you choose, the structure or ground you take material from is unharmed by the process, and must be of greater volume than the shape you make. Once you use this ability again, the last creation you made returns its material where it belongs.
Step Through Wind
At 10th level, while inside an object by means of the Meld into Stone spell, you have Blindsight to a range of 30 feet, and as part of using your movement to exit, you can teleport from where you are in the object to any other part of the object that’s within a number of feet equal to your movement speed.
Shots from Anywhere
Also at 10th level, while touching a surface, you can make ranged attacks as though if you were in the space of any part of that surface. To do so, you must be able to see your target, and the target must be within the range of your attack if you were to make it normally.
Traveleing Tempest
At 15th level, you can use your wind shaping to step through objects that you’ve splintered. Once per turn, as part of your movement, you can cause a structure or object that you touch to break apart in a bubble immediately around you, forming tiny beads that you (and only you) can pass through for the rest of the turn. You can move through structures and objects in this way as though they were difficult terrain, and you take 4d10 force damage and are shunted to the nearest side if you end your turn in one.
Improved Shots from Anywhere
Starting at 18th level, attacks made using your Shots from Anywhere feature don’t reveal your position, but as an action, a creature can attempt a Wisdom (Perception) check or Intelligence (Investigation) check contested by your Dexterity (Stealth) check. On a success, the creature knows the general location from which you are firing from.
The Blade
The art of the arcus blade is a skill only perfected by a few. Whether it’s firing a flare of daggers through monsters at an extreme distance or chasing an enemy down through thick and thin, the Blade specializes in a set of daggers for every situation.
Voracity
At 3rd level, you gain prodigious skill with daggers. When you finish a long rest, you can touch any number of daggers and mark them as Voracity daggers, which gain certain benefits listed below. You can have a number of Voracity daggers equal to your Intelligence modifier (minimum of 1 dagger). If you try to exceed your maximum, the oldest daggers lose their Voracity properties.
Voracity daggers gain the following benefits:
- The range of the dagger is 40/120.
- The dagger’s damage die increases to a d6. This further increases to a d8 when you reach 10th level.
- You can draw a Voracity dagger as part of the action used to attack with it.
- When you hit a creature with an attack using a Voracity dagger, you can wound the target. A critical hit can wound the target twice. At the start of each of the wounded creature's turns, it loses 1 hit point for each time you've wounded it. This effect ends at the end of combat. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check contested by your Dexterity (Sleight of Hand) check, ending the effect of all wounds on it on a success.
As a bonus action, you can cause any number of Voracity daggers to teleport to your person, no matter the distance to them.
Blade Artistry
Also at 3rd level, you possess a practical skill with daggers that borders on being a form of art. You can use daggers as if they were any type of tool you are proficient in.
In addition, you gain proficiency in your choice of one of the following skills: Performance, Intimidation, or Sleight of Hand.
Subtle Knife
At 7th level, you have learned all the best ways of keeping a lethal blade concealed, and can apply your tricks to related disciplines. You may add your Intelligence modifier to Sleight of Hand checks you make.
When you draw a dagger and attack a creature, you can make a Sleight of Hand check to conceal the dagger until the last second. If you roll higher than the target’s passive perception, you have advantage on the attack roll. You can attempt such a check a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.
Ricochet
Beginning at 10th level, your Voracity daggers gain an uncanny ricochet effect. When you hit a creature with an attack, you can ricochet that dagger to another target. Choose another creature within your dagger range. If the original attack would hit the second creature, it takes the same damage from the attack. You can use this ability once, and regain the ability to do so when you finish a short or long rest.
At 15th level, you can use this ability a number of times equal to your Intelligence modifier (minimum of twice), and regain all uses when you finish a short or long rest.
Lightning Step
At 15th level, you gain the ability to move like lightning through your Voracity daggers. When you hit an attack roll against a creature with a Voracity dagger you can teleport to an unoccupied space within 5 feet of the target. Additionally, as an action, you can teleport to any unoccupied space you can see within the range of a Voracity dagger in your hand.
You can use this feature a number of times equal to your proficiency bonus, and regain the ability to do so when you finish a long rest.
Blur of Blades
At 18th level, your talents with daggers exceed normal limits. When you engage in two weapon fighting with Voracity daggers, you may make an additional attack as part of the bonus action.
The Savant
As a savant, you improve upon the core of what makes you an Arcus. You learn skills to complement your breathing techniques, and hone ideal aiming methods control your enemies and empower yourself.
Sagacity
Starting at 3rd level, you can strategically enhance attacks and hinder those of your enemies. When a creature within the range of a weapon you are wielding makes an attack roll, or ability check, you can use your reaction and roll a d2, and then either subtract or add that number onto the roll. Additionally, when you use your reaction to use this feature, your next use of Elite Aim this round does not expend a reaction.
You can use this feature a number of times equal to your proficiency bonus and regain the ability to do so after you finish a short or long rest.
Your Sagacity die changes when you reach certain levels in this class. The die becomes a d4 at 7th level, a d6 at 10th level, a d8 at 15th level, and a d10 at 18th level.
Battlefield Training
Also at 3rd level, you’ve trained yourself extensively in specific technical fields. You have proficiency in improvised weapons. Improvised weapons you wield have the thrown (20/60) property if they do not already.
Combat Stride
At 7th level, you can apply your theories of war into real-time. You gain one of the following features of your choice.
Breath of the Hunter. When you take the Use an Object action and the object you use requires an ability check, attack roll, or saving throw, you can use the following values instead of the listed values and abilities for the item.
Ability check or attack roll: roll a d20 and add your Intelligence modifier + your proficiency bonus.
Saving Throw: the save DC is 8 + your Intelligence modifier + your proficiency bonus.
Combat-Ready. You may add your proficiency bonus to initiative rolls.
Cunning Strike. When you take the attack action on your turn, you may forgo one attack and take either the dash, disengage, or hide action instead.
Quick Thinking
At 10th level, your rapid thinking lets you take reactions much quicker. You may take two reactions per round, but no more than one reaction on each turn.
Combat Experience
At 15th level, you gain additional benefits based on which Combat Stride you chose at 7th level, listed below.
Breath of the Hunter Improvement. When you take the Use an Object action, you may interact with two objects, instead of one.
Combat-Ready Improvement. When initiative is rolled, you may immediately draw a weapon and make a single weapon attack against a creature within range.
Cunning Strike Improvement. The following actions are added to the options you can take when you use your Cunning Strike feature: the Use an Object, Search, and Help actions.
Combat Expertise
At 18th level, your combat ability flourishes. You gain additional benefits based on which Combat Stride you chose at 7th level, listed below.
Breath of the Hunter Enhancement. As a reaction to when an enemy comes within 5 feet of a trap or similar hazard (such as alchemist’s fire), you may make a shove attack with your ranged weapon. Instead of making an athletics check, you make an attack roll instead, contested by their athletics or acrobatics check. If you win the contest, you can only push it 5 feet into the trap.
Combat-Ready Enhancement. On the first round of combat, enemies who haven’t had a turn yet have disadvantage on saving throws made against your abilities and features, as well as on contested ability checks against you. You also have advantage on all attack rolls against those enemies for that period of time.
Cunning Strike Enhancement. When you fail an ability check you make as part of your Cunning Strike action, you can use your Tireless Precision feature to reroll that ability check. You must use the new roll.
The Exterminator
Embodying the Exterminator archetype means focusing on the art of poisons and concoctions. The ability to make poisons, as well as making them more lethal against enemies, is what the Exterminator does.
Perfect Concoctions
Starting at 3rd level, you become trained in the use of certain poisons. You learn two Perfect Concoctions options mentioned below, which are poisons. When you finish a long rest, you may create a number of Perfect Concoctions from your Perfect Concoctions known equal to your Intelligence modifier. At the same time, you may spend any number of arcus points and create an additional poison per arcus point spent. Unused poisons become rendered useless when you finish your next long rest. You may learn an additional concoction at 7th, 10th, 15th, and 18th level.
Additionally, if a poison you wield would require an action to apply or use, you may apply or use it as a bonus action instead.
Saving Throws. Some of your Perfect Concoctions require your target to make a saving throw to resist the poison’s effects. The saving throw DC is calculated as follows:
Perfect Concoction save DC = 8 + your proficiency bonus + your Intelligence modifier.
Poison Craftsmanship
At 3rd level, you also become skilled in the individual making of poisons. You gain proficiency in the poisoner's kit. You are also able to additionally craft any poison in half the time that would be regularly required, so long as you have the materials and/or gold required.
When you craft poisons this way, you may change its save DC to your Perfect Concoctions save DC.
Homemade Remedy
At 7th level your poisons strike deep within a target. Your attacks and poisons ignore a target’s resistance to poison damage. If a target would be immune to poison damage, they take half of the poison damage instead.
Additionally, you gain immunity to poison damage.
At 15th level, your attacks and poisons also ignore a target’s immunity to the poisoned condition.
Twinned Concoctions
At 15th level, your poisons last you longer. When you coat a piece of ammunition in poison, you may instead coat two.
Targeted Illness
At 18th level, your poisons become more flexible. Your ammunition may hold two poisons at a time. If you then hit an attack, the attack benefits and uses both poisons.
Additionally, you may adjust the formulas of your poisons to suit your situation. When you make a Perfect Concoction, you may choose to have it be an Injury, Ingested, Contact, or Inhaled poison, instead of its regular type.
Perfect Concoctions List
Below are the Perfect Concoctions you may choose from.
Anticoagulant Poison (Injury). A creature subjected to this poison must make a Constitution saving throw, taking 2d4 poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw also takes 2d4 poison damage whenever you hit them with a ranged weapon attack. At the end of each of its turns, the target can make another constitution saving throw, On a success, the concoction ends on the target.
Blurring Poison (Ingested). A creature subjected to this poison must succeed on a Wisdom saving throw or have their senses dull. On a failure, the target has disadvantage on Perception, Investigation, and Insight checks for a minute.
Distracting Poison (Injury). A creature subjected to this poison must succeed on a Wisdom saving throw or lose their focus in battle. This lack of focus lasts for one minute, and causes the target’s first attack that they make on each of their turns to have disadvantage. An affected creature may repeat the saving throw at the end of each of their turns, ending the effect on a success.
Slowing Poison (Contact). A creature subjected to this poison must succeed on a Strength saving throw or lose their momentum. For the next two rounds, they have 10 reduced movement speed.
Inebriated Poison (Ingested). A creature subjected to this poison must succeed on an Intelligence saving throw or have their mind slowed. For the next minute, they have a -5 penalty to initiative rolls.
Relentless Poison (Inhaled). A creature subjected to this poison must succeed on a Wisdom saving throw or lose their focus in battle. For the next minute, the first attack a creature makes against them has advantage. An affected creature may repeat the save at the end of each of their turns, ending the effect on a success.
Deafening Poison (Injury). A creature subjected to this poison must make a Constitution saving throw or lose their hearing. For the next minute, they are deafened. An affected creature may repeat the save at the end of each of their turns, ending the effect on a success.
Blinding Poison (Injury). A creature subjected to this poison must make a Constitution saving throw or lose their sight briefly. For the next round, the creature is blinded. If the creature has any sort of special senses, such as darkvision or tremorsense, they make the saving throw with advantage.
Arcus Innovations
These Arcus Innovations are detailed below in alphabetical order.
Archery Improvements
You can expend an arcus point (no action required) to gain a +2 bonus to ranged attack rolls for 1 minute. If you have the Archery Fighting Style, you gain no benefit from this Innovation
Arquebus
You gain proficiency in firearms. See the rules of firearms in Chapter 9 of the Dungeon Master's Guide.
Babel Bubble
Prerequisite: 5th level
You can create a soap bubble as a free action provided you have a ranged weapon in hand, and direct it towards a place of your choice within 30 feet of you, where it pops. Additionally, you can expend an arcus point to cause the bubbles you create for the next hour to be able to contain messages of 25 words or less. If a bubble pops within 5 feet of a creature, that creature hears the message spoken in its native language, provided it has one.
Barbed Arrow
Prerequisite: 8th level
You can expend an arcus point and spend a minute barbing a piece of ammunition. When you hit a target with this barbed ammunition, the target takes 1d6 piercing damage on the start of each of its turns until it uses an action to pull the barb free, or until it has taken the damage 5 times. Once a barbed ammunition piece hits its target, it is expended, and you must make a new one to use this innovation again. Unused barbed arrows lose their effects when you finish a long rest.
This effect is cumulative with multiple barbed arrows.
Booming Arrows
You learn the Booming Blade cantrip, and you can expend an arcus point to cast it as a bonus action. Whenever you cast booming blade, its range is 30 feet, and the attack you make can be a ranged attack
Double Strike
Prerequisite: Flow of Ingenuity feature, 5th level
When you create an ammunition item using your Flow of Ingenuity feature, you can create twice as many, but they still only count as one item towards the limit on the number of items you can have at a time. Once you reach 11th level in this class, you can create 3 times as many, and once you reach 17th level in this class, you can create 4 times as many.
Durability
Prerequesite: Scream of Endurance, 11th level
When you would drop to 0 hit points, you can expend an arcus point to roll one of your hit dice and instead drop to a number of hit points equal to the roll of your hit dice plus your constitution modifier.
Elemental Weaponry
Prerequisite: 5th level
When you hit with a ranged attack, you can expend an arcus point to cause the attack to explode with elemental energy. The target takes an additional 2d6 acid, cold, fire, lightning, or thunder damage.
Endless Stamina
Prerequisite: Scream of Endurance Feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as fletching arrows and keeping watch.
Equal Opportunity
Prerequisite: 11th level
When a creature attempts to gain cover against your attacks, you may use your reaction to make an opportunity attack against that creature with a weapon you are holding.
Eyesight Improvement
You have darkvision to a range of 100 feet. If you already have darkvision, its range increases by 100 feet.
Flame Arrow
You can expend an arcus point as a bonus action to ignite your weapon. When you hit an attack with that weapon for the next minute after doing so, your attack deals an additional 1d4 fire damage, and it ignites flammable objects it hits.
Flute of Death
Prerequisite: Whistle of Death Feature, 8th level
The damage die for your Whistle of Death feature becomes a d8.
Focused Training
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
You may select this innovation multiple times, choosing a different skill each time.
Free Strides
Prerequisite: 8th level
You are under the effects of the freedom of movement spell. If it is dispelled, it is suppressed until you take a long rest or expend an arcus point as an action to renew it.
Grit and Luck
Prerequisite: Scream of Endurance feature
At the end of each of your turns in combat, if you haven’t used your Elite Aim feature this turn, you can expend one of your hit dice, roll it, add your Constitution modifier, and regain that many hit points. You can do so only if you have at least 1 hit point. Additionally, you gain proficiency in Healer’s Kits.
Living Shadow
Prerequisite: Whistle of Death Feature, 5th level
As a bonus action, you can expend an arcus point to turn invisible for 1 minute, or until you cast a spell, deal damage, or make an attack.
Omnibus Vision
Prerequisite: 8th level
You have advantage on Perception checks, and you can see in all directions, including behind you.
Open Death
Prerequisite: Whistle of Death Feature feature
You can attempt to Hide provided you have half or three quarters cover from the creatures you are attempting to hide from.
Organ of Death
Prerequisite: Whistle of Death Feature, 11th level
The damage die for your Whistle of Death feature becomes a d12.
Peerless Aim
Prerequisite: Whistle of Death Feature, 11th level
When you make an attack while hidden and benefit from advantage, you can expend an arcus point to reroll one of the dice once.
Piercing Arrows
Prerequisite: 5th level When you hit a ranged attack against a creature, you can expend an arcus point to deal half of the attack’s damage to any creature directly behind the original target, provided they are within 5 feet of the original target and within the range of your weapon.
Poison Arrow
Prerequisite: 5th level
You can expend an arcus point as a bonus action to enhance your weapon with poison. When you hit an attack with that weapon for the next minute after doing so, your attack deals an additional 1d4 poison damage, and the target must make a Constitution saving throw or be poisoned until the end of your next turn. The DC for the saving throw is 8 + your proficiency bonus + your Intelligence modifier.
Precognitive Senses
You get a glimpse of the future as trouble starts. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Quick Movement
On your first turn in combat, you gain the benefits of the disengage action, and you can expend two arcus points to enter an aiming stance, even if you’ve moved more than half your movement speed on this turn.
Remarkable Survivability
Prerequisite: Scream of Endurance feature, 5th level
When you use your Scream of Endurance, you can move up to 15 feet without provoking opportunity attacks, and you can take the Hide action as a bonus action on your next turn.
Rope Arrow
Prerequisite: Flow of Ingenuity feature
When you take the attack action on your turn, you can choose to shoot a rope arrow at an object within range with one of your attacks. When you do so, you can use a bonus action on the same turn to swing or reel yourself towards the object. You can’t travel more than 15 feet in this manner, and it counts as part of your movement.
Scatter Shot
Prerequisite: Flow of Ingenuity feature
When you hit with a ranged attack, each creature and object within 5 feet of your original target takes damage from your weapon equal to your Intelligence modifier (minimum of 1 damage). You can deal this damage only once per round.
Shriek of Pain
Prerequisite: Whistle of Death feature, 8th level
Before you make an attack roll whilst you have half or three quarters cover, you may choose a creature you can see within the range of your weapon and expend one Arcus point to score a critical hit on a roll one lower than normal against that creature for the next minute.
Skill Monkey
You gain proficiency in 2 skills and 2 tools of your choice.
Sniper Nest
Prerequisite: Whistle of Death feature You don’t suffer disadvantage on attack rolls from being prone. While you are prone, other creatures don’t provide your targets any cover for ranged attacks you make.
Speedy Creation
Prerequisite: Flow of Ingenuity feature, 11th level
You can create items using your Flow of Ingenuity feature as an action, instead of over the period of a minute.
Subtle Drop
Prerequisite: Whistle of Death feature, 5th level
You can use 5 feet of your movement to press your back up against a wall. Until you move from that position, you have half cover against creatures 10 or more feet away from you.
Survive
Prerequisite: Scream of Endurance Feature, 18th level
When you use your Scream of Endurance Feature, you can expend 4 arcus points to instantly gain the benefits of a short rest. Once you use this ability, you can’t use it again until 7 days have passed.
Tool Smith
You can use any ranged or thrown weapon in the place of a tool that you are proficient in.
Tracker
You gain proficiency in the survival and investigation skills. Additionally, when you make a wisdom (survival) or intelligence (investigation) check, you may spend an arcus point to treat a d20 roll of 6 or lower as a 7.
Turret Trap
Prerequisite: Flow of Ingenuity feature, 5th level
You gain a new option that you can choose when crafting an item with your Flow of Ingenuity feature - the Turret Trap. This trap is a Small object with an AC of 10 and 1 hit point, made from a crossbow, which must be provided. As a bonus action while you can see the trap and while holding a ranged weapon, you can cause it to launch a bolt towards a target within 30 feet of it. You make the attack roll as though you were shooting the crossbow yourself, dealing 1d6 + 1 piercing damage on a hit.
Unseen Archer
Prerequisite: Whistle of Death Feature, 5th level
When you make a stealth check or an attack roll while benefiting from cover, you may expend an arcus point to add your intelligence modifier to that roll.
Vacuum Blasts
Prerequisite: Flow of Ingenuity Feature, 3rd level
You gain a new option for ammunition you can make with your Flow of Ingenuity feature: a Vacuum Blast, which takes the form of a thrown orb or an attachment to a piece of ammunition.
If it’s an attachment, when you make an attack with it, you can expend an arcus point to cast the Shatter spell, requiring no components and originating from where the ammunition hits, instead of the ammunition having its regular damage and effects.
If it’s a thrown orb, you can throw it up to 30 feet as a ranged weapon attack, whereupon it detonates, blasting air outwards in a shockwave that launches every creature and object within 10 feet of the orb weighing less than 1000 pounds 15 feet directly away from the orb. A creature that is unwilling to be launched can make a Strength saving throw, being unaffected on a success.
Ventus Leaps
Prerequisite: 8th level
When you move on your turn, you can fly up to 15 feet as part of that movement. At the end of your movement, you fall, unless you have other means of staying aloft.
Whirlwind Strikes
As an action by expending an arcus point, you can make a ranged weapon attack against each You can create a soap bubble as a free action provided you have a ranged weapon in hand, and direct it towards a place of your choice within 30 feet of you, where it pops.
Additionally, you can expend an arcus point to cause the bubbles you create for the next hour to be able to contain messages of 25 words or less. If a bubble pops within 5 feet of a creature, that creature hears the message spoken in its native language, provided it has one.creature of your choice within 5 feet of you. You don’t suffer disadvantage on your attack rolls from creatures being within 5 feet of you when taking this action.
Whispers of the Wind
You suffer no ill effect from the blinded condition, provided that you aren’t additionally deafened. Additionally, you gain proficiency in the Perception skill, if you don’t have it already.
Wind Arrow
Prerequisite: 8th level
You can expend two arcus points as a bonus action to guide your weapons in a flowing fashion for one minute. When you hit an attack, you have advantage on your next attack roll on the same turn against the same target.
Wind Sweeps
Prerequisite: 3rd level
You can cast the gust cantrip while holding a ranged weapon, without requiring any components. Additionally, you can cast the gust of wind spell once while holding a ranged weapon, without requiring any components, by expending an arcus point. Your spellcasting ability for both spells is Intelligence.
Wind Whirl
Prerequisite: 5th level
You can cast the spider climb spell on yourself, requiring no components, by expending an arcus point.
Multiclassing
Prerequisites
To multiclass as an Arcus, you must have a Dexterity and Intelligence of 13 each.
Proficiencies
When you multiclass into the Arcus class, you gain only some of the starting proficiencies, as shown below:
Armor:
Light armor
Weapons:
Ranged simple weapons, ranged martial weapons, daggers
Tools:
Choose one: Tinker’s Tools, Poisoner’s Kit, or one Artisan’s Tools of your choice.
Saving Throws:
None
Skills:
Choose one from Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, and Stealth
Credits
This homebrew class was designed, playtested, and written by Rogues on the Beach. The following people were involved in its creation:
- Lilith Flint - Lead Designer
- Avery Clementine - Designer, Art Director, Editor, Playtester
- Louis Jones - Designer, Art Director, Editor, Playtester
- Danny Conlon - Designer, Balance Guru