Arcane Archer Spells
In this document, the Arcane Shot feature is converted to spells and cantrips. For characters interested in playing the Arcane Archer aesthetic without using the subclass, use the Eldritch Knight subclass, with access to these spells.
Banishing Shot
2nd-level abjuration (Hunter, Sorcerer, Wizard)
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a piece of ammunition)
- Duration: Concentration, up to 1 minute
The next time you hit with a ranged weapon attack during this spell's duration, your attack deals an extra 2d6 force damage. If the target is a creature it must succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0 and it is incapacitated. At the end of your next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Beguiling Shot
1st-level enchantment (Hunter, Sorcerer, Wizard)
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a piece of ammunition)
- Duration: Concentration, up to 1 minute
The next time you hit with a ranged weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, choose one of your allies within 30 feet of the target. The target must make a Wisdom saving throw, and does so with advantage if the chosen creature has harmed it or its companions to it within the past 24 hours. On a failed save, it is charmed by the chosen ally for the spell's duration. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Bursting Shot
1st-level evocation (Hunter, Sorcerer, Wizard)
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a piece of ammunition)
- Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during this spell's duration, the ammunition bursts on impact. The target of the attack and each creature within 10 feet of it must make a Dexterity saving throw. A target takes 2d10 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Enfeebling Shot
1st-level necromancy (Hunter, Sorcerer, Wizard)
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a piece of ammunition)
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack during this spell's duration, your weapon flares with ghastly energy, and the attack deals an extra 1d6 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be enfeebled until the spell ends. While enfeebled, damage dealt by its weapon attacks that use strength are halved until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Grasping Shot
Conjuration cantrip (Hunter, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: S, M (a piece of ammunition)
- Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range of both the weapon and the spell, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and the ammunition summons grasping, poisonous brambles, which wrap around the target until the start of your next turn. If the target willingly moves or is moved out of its original space before then, it immediately takes 1d6 poison damage, and the spell ends.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Piercing Shot
1st-level transmutation (Hunter, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a piece of ammunition)
- Duration: Instantaneous
You fire a piece of ammunition forward in a line 30 feet long and 5 feet wide in a direction you choose. The ammunition disappears at the end of this line, and passes harmlessly through objects, ignoring cover. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Resounding Shot
Evocation cantrip. (Hunter, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a piece of ammunition)
- Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range of both the weapon and the spell, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and the ammunition leaves behind a spectral afterimage. At the start of your next turn, each creature occupying the space where the target was when you cast the spell takes 1d6 force damage as a spectral projection of the ammunition pierces it.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Seeking Shot
Divination cantrip (Hunter, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: S, M (a piece of ammunition)
- Duration: Instantaneous
Choose one creature you have seen in the past minute. You send a piece of ammunition toward that creature, which moves around corners if necessary and ignore three-quarters cover and half cover. If the target is within range and there is a path large enough for the ammunition to travel to the target, the target must make a Dexterity saving throw. Otherwise, the ammunition disappears after traveling as far as it can. On a failed save, the target takes 1d6 force damage, and you learn the target's current location until the end of the turn.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Shadow Shot
Illusion cantrip (Hunter, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: S, M (a piece of ammunition)
- Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range of both the weapon and the spell, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and is blinded until the end of the turn.
This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d6 psychic damage to the target, and again at 11th level (2d6) and 17th level (3d6).