Arcane Archer Fix

by Malthramaz

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Arcane Archer

Arcane Archer's Lore

At 3rd level, you choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Arcane Technique

At 3rd level, you learn arcane techniques that are fueled by special dice called arcane dice.

Techniques. You learn three arcane techniques of your choice from the list below. You may only use a technique when attacking with a bow or crossbow type weapon. You can use only one technique per attack, but you can decide to use it after you hit with the attack, unless the technique specifies otherwise. You learn one additional technique of your choice at 7th, 10th, 15th, and 18th level. Each time you learn new techniques, you can also replace one technique you know with a different one.

Arcane Dice. You have three arcane dice, which are d8s. An arcane die is expended when you use it. You regain all of your expended arcane dice when you finish a short or long rest. You gain another arcane die at 7th level and one more at 15th level.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC equals 8 + your proficiency bonus + your Intelligence modifier.

Magic Arrows

At 7th level, your ranged weapon attacks with any bow or crossbow type weapons count as magical for the purposes of overcoming immunities and resistances.

Additionally, you learn the cordon of arrow, melf's acid arrow, flame arrows, and lightning arrow spells, and can cast each of them once before taking a long rest. Intelligence is your spellcasting ability for these spells.

Improved Arcane Superiority

When you reach 10th level, your arcane dice turn into d10. When you reach level 18, your dice turn into d12.

Ever-Ready Shot

Starting at level 15, whenever you roll for initiative and have zero arcane dice, you get 1 arcane die back.

Arcane Techniques

  • Banishing Arrow: The creature hit by the attack takes an extra arcane die of force damage , and must pass a Charisma saving throw or be banished. While banished in this way, the creature disappears from its space, has its speed set to 0, and 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.
  • Beguiling Arrow: The creature hit by the attack takes an extra arcane die of psychic damage. Choose an ally within 30 feet of the target, or yourself if you're within 30 feet of the target, and the target must pass a Wisdom saving throw or be charmed by the chosen ally until the end 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.
  • Bursting Arrow: After the creature is hit by the attack, it and all creatures within 10 feet of it must make Dexterity saving throws, taking an extra arcane die of force damage on a failure. On a successful save, a creature only takes the damage dealt by the arcane die.
  • Enfeebling Arrow: The creature hit by the arrow takes an extra arcane die of necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the end of your next turn.
  • Grasping Arrow: The creature hit by the arrow is wreathed in brambles and takes an extra arcane die of poison damage, its speed is reduced by 10 feet, and it takes an arcane die of 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.
  • Piercing Arrow: When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots 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 arcane die of piercing damage. On a successful save, a target only takes the damage dealt by the arcane die.
  • Seeking Arrow: 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. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra arcane die of force damage, and you learn the target's current location. On a successful save, the target only takes the damage dealt by the arcane die, and you don't learn its location.
  • Shadow Arrow: The creature hit by the arrow takes an extra arcane die of psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of your next turn.

Champion

Improved Critical

When you choose this archetype at 3rd level, your weapon attacks score critical hits on a 19 or 20. At 10th level, your weapon attacks score critical hits on 18-20. At 15th level, your weapon attacks score critical hits on 17-20.

Master of Arms

At 3rd level, you can choose a second option from the Fighting Style feature. You gain a third option at 15th level.

Natural Athlete

At 7th level, You gain proficiency in Athletics and Acrobatics if you weren't already. Now choose one of those skills to have expertise in.

Additionally, when you jump, the distance you move is increased by a number of feet equal to your Strength modifier.

You also gain a climb speed and swimming speed equal to your walk speed.

Improved Fighting Style

Starting at 10th level, the benefits gained by fighting styles are replaced by the new effects listed below.

Archery

You gain a +4 bonus to Attack rolls you make with Ranged Weapons.

Defense

While you are wearing armor, you gain a +2 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +4 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die. If the new roll is a 1 or 2 you may treat it as a 3. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When you are wearing a shield and a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to grant the creature a bonus to AC equal to the bonus you gain from the shield against that attack, and impose disadvantage on the attack roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

In addition, when you are wielding two melee weapons with which you can engange in Two-Weapon Fighting and a creature provokes an oppotunity attack from you, you may make two attacks instead of one. You may only make one attack per weapon, and only if the provoking target is within both weapons reach.

Survivor

At 18th level, at the start of each of your turns, you regain hit points equal to 5 + your constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

 

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