Arcane Archer

by DeepResonance

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Arcane Archer

Arcane Archer

Novice Arcanist

At 3rd level, you gain proficiency in the Arcane skill and learn two cantrips from the following list. Intelligence is your spellcasting ability for these spells. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this feature with another cantrip from the list.

  • Blade Ward
  • Friends
  • Guidance
  • Light
  • Mage Hand
  • Message
  • Minor illusion
  • Prestidigitation

Arcane Shots

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have a number of uses of this ability equal to your Intelligence modifier, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. At each of these levels, you can replace one known Arcane Shot you learned from this feature with another from the list.

Saving Throws

Some of your Arcane Shot require your target to make a saving throw to resist the shot's effects. The saving throw DC is calculated as follows: Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier.

Arcane Shot Damage

When you damage a creature with an Arcane Shot, you deal an extra number of d6 of damage equal to the number of Arcane Shots you know.

Arcane Ammunition

At 7th level, you gain the ability to manifest ammunition when using a bow. Whenever you make a ranged weapon attack from a shortbow or longbow, the attack is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and does not require any ammunition.

Mystic Precision

At 7th level, when you would miss with a ranged weapon attack with a bow, you can use your Bonus Action to add your Int mod to your attack roll. You can use this feature a number of times equal to your proficiency bonus per long rest.

Potent Reserves

At 10th level, you can regain one expended Arcane Shot as a bonus action, but you can't do so again unless you spend a Second Wind use or until you finish a long rest.

Steadfast Prowess

Starting at 15th level, when you roll initiative and have no Arcane Shots remaining, you regain an Arcane Shot.

Unleashed Potential

At 18th level, when you expend an Arcane Shot you can apply two different shots to the attack.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options 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 an extradimensional pocket space. The creature hit by the arrow takes extra force damage equal to your Arcane Shot damage and must also succeed on a Charisma saving throw or be banished.

While banished in this way, the target’s speed is 0, disappears, and it is incapacitated. This lasts for a number of rounds equal to half your Proficiency Bonus rounded down. At the end of its turns, the target makes a Charisma saving throw. On a success, or after the duration, it reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Displacing Shot

Infusing your arrow with conjuration magic, you bend the nearby space to move effortlessly across wide distances. When you hit a creature with this arrow, they take extra force damage equal to your Arcane Shot damage. Additionally, you can either teleport yourself or force the creature hit to make a Wisdom saving throw or be teleported laterally. The distance any creature can be teleported up is determined by the Displacement Distance formula below.

Alternatively, you can fire this arrow at a location and teleport where that arrow lands. The AC of that area is that distance divided by the Displacement Distance, rounded up. If you miss you land in a random location 15’ of it.

Displacement Distance = 10’ plus 5’ times your proficiency bonus.

Prophetic Shot

Using divination magic, you grant your arrow the ability to seek out a target. 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 attack automatically hits the target dealing damage as if it were hit by the arrow, plus extra force damage equal to your Arcane Shot damage, they must make a Wisdom Saving throw, and you learn the target’s current location.

On a failed save, your attacks against them have advantage until the start of your next turn. On a successful save, nothing else happens.

Enthralling Shot

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit takes extra psychic damage equal to your Arcane Shot damage and must make a Charisma saving throw. On a failure, you can force them to move up to their speed, without provoking opportunity attacks, and make one weapon attack against a target you can see. On a success, nothing else happens.

Explosive Shot

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 15 feet of it must make a Dexterity saving throw. On a failure, they take force damage equal to your Arcane Shot damage or half that on a success.

Disruptive Shot

You saturate illusion magic into your arrow, causing it to occlude your foe's vision with distractions. The creature hit by the arrow takes extra psychic damage equal to your Arcane Shot damage, and it must succeed on a Wisdom saving throw or have disadvantage on attack rolls for the next minute. At the end of its following turns, it can repeat the saving throw to end the effect.

Siphoning Shot

You weave necromantic magic into your arrow. The creature hit by the arrow takes extra necrotic damage, and you regain Hit Points equal to the amount of necrotic damage dealt. 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.

Dilated Shot

You use transmutation magic to grow the size of your arrow. The creature hit by the arrow takes an extra bludgeoning damage equal to twice your Arcane Shot damage, and must succeed on a Strength saving throw or be knocked prone.

Credits

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Cover Art: Jason Engle

 

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