Arcane Archer (Revised)
Arcane Archer lore
At 3rd level, choose an aspect of this martial tradition:
- High Elf. You use Intelligence to determine your Arcane Shot recovery and save DC. You also gain proficiency in Arcana and learn the prestidigitation cantrip.
- Wood Elf. You use Wisdom to determine your Arcane Shot recovery and save DC. You also gain proficiency in Nature and learn the druidcraft cantrip.
- Drow. You use Charisma to determine your Arcane Shot recovery and save DC. You also gain proficiency in Religion and learn the minor illusion cantrip.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you finish a long rest, you can imbue two touched pieces of ammunition with magic, turning each one into a different Arcane Shot option of your choice. This number increases by 1 when you reach 7th, 10th, 15th, and 18th level in this class.
Once per turn when making an attack with a ranged weapon, you can use one of your Arcane Shots instead of a normal piece of ammunition, spending its magic to cause the effects listed in its description. If the Arcane Shot required an attack roll and it missed, you can transfer the magic to a new piece of ammunition as an action. When you finish a short rest, you can refresh a number of spent Arcane Shots equal to your chosen attribute bonus (minimum of 1).
Curving Shot
At 7th level, you infuse your ammunition with magic which can direct an errant shot towards a new target. Your ranged weapon attacks are always magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and when you miss with a ranged weapon attack, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Additionally, any missed Arcane Shots magically return to your quiver at the end of your next turn.
Improved Arcane Shot
At 10th level, your Arcane Shots options improve, as listed in each entry right here: Piercing & Seeking see end of this page; the rest, the damage increases by 1d6.
Wildcard Shot
At 15th level, you gain a special Arcane Shot which does not count against your maximum. When used, this Wildcard Shot has the effect of any of your other prepared Arcane Shots, chosen at the time you use it. Once spent, the Wildcard Shot magically restores itself after ten minutes.
Greater Arcane Shot
At 18th level, your Arcane Shot options improve again.
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Arcane Shot Options
As this is mostly unchanged official content, refer to "Arcane Shot Options", p. 28 of Xanathar's Guide to Everything.
Beguiling Shot. (...) or it is charmed by the chosen ally for one minute. While charmed in this way, the creature treats the chosen ally as invisible. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw, and the target can repeat the save at the end of its turn, ending the effect on a success.
The psychic damage increases to 3d6 when you reach 10th level in this class, and to 4d6 at 18th level.
Enfeebling Shot. (...) on a Strength saving throw (...)
Piercing Shot. (...) Instead of making an attack, choose a point you can see within your weapon's normal range. The shot travels down a 1 foot wide, 30 feet long line from the chosen point, passing harmlessly through objects (...)
When you reach 10th level, you can instead choose two points 30 feet apart, which the shot travels between. When you reach 18th level, the piercing damage increases to 2d6.
Seeking Shot. (...) When you reach 10th level, on a failed save, you can concentrate on this effect for up to 10 minutes, as if concentrating on a spell. While concentrating, you know the target's position and they do not benefit from invisibility for you. When you reach 18th level, the force damage increases to 2d6.