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# Arcane Archer (Revised) ## 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. ### Arcane Archer Lore At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners 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 Shoot Arcane Shot. At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn a number of Arcane Shot Options equal to your Intelligence Modifier (Minimum of 1). (see "Arcane Shot Options" below). Once per turn when you make a Ranged Weapon Attack, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have a number of uses of this ability equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a short or long rest. ### Project Ammunition Additionally at 3rd level As a bonus action on your turn, you can create one Magic Ammunition ready to be fired. The Ammunition lasts until the end of the turn or until it hits or misses a target. The ammunition deals an additional 1d6 force damage on a hit. You have uses of this feature equal to your Proficiency Modifier, and you regain all expended uses of it when you finish a short or long rest. At 10th Level this Additional Damage increases to 2d6 ### Recurving Shoot At 7th level, you learn how to direct an errant shot. When you make an attack roll with a magic ammunition and miss, you can use your Reaction to reroll the attack. You can choose to try hitting the same target or a different target within 60 feet of the original target. \columnbreak ### Ever-Ready Shoot Starting at 10th level, your magical aim is available whenever battle starts. If you roll initiative you regain one use of your Arcane Shot Feature and your Project Ammunition Feature. ### Magical Seeker At 14th level, you gain the ability to guide your arrows with your magic. When you use your Arcane Shot or Project Ammunition Feature you can add your Intelligence Modifier to the Attack Roll. ### Split Shoot Starting at 18th level, whenever you use an Arcane Shot, you can target a Second Objective without using a second use of that Feature, once you used this feature, you can’t use it again after a short or long rest.
\pagebreak ### 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 modifier. * Banishing Shot. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also 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. After you reach 10th level in this class the target also takes 1d6 force damage when the arrow hits it, At 18th takes 2d6 force damage when the arrow hits it. * Beguiling Shot. 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. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class. * Bursting Shot. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class. * Enfeebling Shot. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class. * Grasping Shot. 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, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. 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. The poison damage and slashing damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class. * Piercing Shot. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 10th level in this class and 3d6 when you reach 18th level in this class. * Seeking Shot. 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 you have seen in the past minute. 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, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 10th level in this class and 3d6 when you reach 18th level in this class. * Shadow Shot. 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 unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 3d6 when you reach 10th level in this class and 4d6 when you reach 18th level in this class.
Part 2 | This Revision its subdued to changes and will no longer be used if its officially revised and printed