Arcane Archer, Revised

by Greddox

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Arcane Archer, Revised

Arcane Archer, Revised

The Arcane Archer is just the worst due to the resources, amount of options, and an overall poor application of the concept. This revision with hopefully change these in a balanced way to make it more equivalent to the better subclasses like Battle Master or Samurai.

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of 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.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. The Arcane Archer spell list is listed at the end of the subclass description

Spell Slots

The Arcane Archer Spellcasting table shows how many spell slots you have to cast your Arcane Archer 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level Arcane Archer spells of your choice.

The Spells Known column of the Arcane Archer Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and 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 spell you know with another spell of your choice from the Arcane 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 Arcane Archer spells. 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 a wizard 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

 
Arcane Archer Spellcasting
Fighter Level Spells Known 1st 2nd 3rd 4th
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 5 4 2
8th 6 4 2
9th 6 4 3
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1

Arcane Shot

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 an 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, 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.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. The additional damage of the arcane shot option increases as you gain Fighter levels as well: the size of the die increases from a d6 to a d8 at 5th level, a d8 to a d10 at 13th level, and a d10 to a d12 at 20th level.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

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 your Spellcasting DC.


Banishing Arrow. 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 18th level in this class, a target also takes 2d10 force damage when the arrow hits it.


Beguiling Arrow. 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 4 dice rolls rather than 2 when you reach 18th level in this class.


Bursting Arrow. 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 4 dice rolls rather than 2 when you reach 18th level in this class.


Enfeebling Arrow. 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 4 dice rolls rather than 2 when you reach 18th level in this class.


Grasping Arrow. 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 both increase to 4 dice rolls rather than 2 when you reach 18th level in this class.


Piercing Arrow. 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 2 dice rolls rather than 1 when you reach 18th level in this class.


Seeking Arrow. 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 2 dice rolls rather than 1 when you reach 18th level in this class.


Shadow Arrow. 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 4 dice rolls rather than 2 when you reach 18th level in this class.


Gravitic Arrow. You use graviturgy to cause a creature hit by this arrow to become weightless momentarily. When a creature is struck by this arrow they must succeed a Constitution saving throw or levitate 5 feet off the ground until your next turn. When levitating, the creature has disadvantage on attack rolls and dexterity saves, and attack rolls have advantage on it.

After you reach 18th level in this class, a target also takes 2d10 bludgeoning damage when the arrow hits it.

Arcane Archer Spell List


Temporal Arrow. Imbuing chronurgy into the arrow, you cause your arrow to travel through time. When you loose this arrow it travels into the future and attacks an enemy at a later round of your choice. This attack always hits and deals an additional 2d6 force damage.

The radiant damage increases to 4 dice rolls rather than 2 when you reach 18th level in this class.

 
 
1st Level
  • Absorb Elements
  • Shield
  • Hunter's Mark
  • Hex
  • Color Spray
  • Magic Missile
  • Jump
  • Expeditious Retreat
  • Longstrider
  • Zephyr Strike
  • Protection from Good and Evil
  • Alarm
  • Compelled Duel
2nd Level
  • Blur
  • Cordon of Arrows
  • Enhance Ability
  • Hold Person
  • Invisibility
  • Magic Weapon
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
3rd Level
  • Conjure Barrage
  • Counterspell
  • Flame Arrows
  • Flame Stride
  • Haste
  • Lightning Arrow
  • Thunderstep
  • Water Breathing
4th Level
  • Arcane Eye
  • Death Ward
  • Elemental Bane
  • Fire Shield
  • Greater Invisibility
  • Stone Skin
 

Art Credits: Gavia Baker, Raja Nandepu, Yankyohara

 

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