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# Arcane Archer Reworked An Arcane Archer studies a unique method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors and often are either quite in touch with magic or nature. They stand watch over the fringes of civilized domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach settlements. Over the centuries, the methods of these archers have been learned by more and more adventurers 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 martial tradition. 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 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 or **crossbow** 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 uses of this ability equal to your Intelligence Modifier (minimum of once)**, and you regain all expended uses of it when you finish a short or long rest. You gain **two** additional Arcane Shot option of your choice when you reach certain levels in this class: **5th,** 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. ### Elemental Arrow **At 7th level, you gain the ability to conjure arrows or bolts of magical elemental energy. Whenever you take the attack action you can instead of expending normal ammunition, choose one of the following damage types: acid, cold, fire, lightning, or thunder, and create an elemental arrow or bolt for that attack. This shot can benefit from your Arcane Shot class feature The magic dissipates immediately after it hits or misses its target.** \columnbreak ### 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 or **elemental arrow** and miss, you can use a **reaction** to reroll the attack roll against a different target within **20** 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. \pagebreak ## Arcane Shot Options The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here. They are all magical effects, and each pair is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC is calculated as follows: **Arcane Shot save DC** = 8 + your proficiency bonus + your Intelligence modifier
**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, the target's 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 2d6 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 4d6 when you reach 18th level in this class.
**Bursting Arrow.** 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 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 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 4d6 when you reach 18th level in this class.
##### Arcane Shots This page are all the originals from XGTE the next page are all my own additions.
**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 4d6 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 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 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.
**Seeking Arrow.** 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 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 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 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 4d6 when you reach 18th level in this class.
\pagebreak **Dispelling Arrow.** You use abjuration magic to try to temporarily suppress all magical effects or spells on one creature, object, or magical effect. Make an ability check using your Arcane Shot Ability. The DC equals 10 + the highest spell's level. On a successful check, all magical effects or spells except those created by an artifact or a deity, on the target are temporarily suppressed until the start of your next turn. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
**Stupefying Arrow.** Your connection to enchantment magic causes this arrow to temporarily incapacitate your foes. This arrow has an ethereal quality and thus the creature hit by this arrow takes no damage and instead must make a Wisdom saving throw. On a failed save, the creature becomes Charmed by you until the end of your next turn. While charmed by this effect, the creature is Incapacitated and has a speed of 0. This effect ends for the affected creature if it takes any damage. After you reach 18th level in this class the creature is Stunned if it fails the saving throw.
**Empowered Arrow.** Infusing your arrow with magical energy pulled from the school of evocation. This energy reverberates through your target, the target must make a Constitution saving throw, taking an extra 4d6 piercing damage on a failed save, or half as much extra damage on a successful one. If this Arcane Shot is applied to an Elemental Arrow, the additional damage is of the same type as the Elemental Arrow. The piercing damage increases to 6d6 when you reach 18th level in this class.
**Siphon Arrow.** Draining the life force of your foes via necromantic rite, you bolster your ability to fight on. The creature hit by this arrow takes an extra 2d6 necrotic damage and you gain temporary hit points equal to the damage dealt. The necrotic damage increases to 4d6 when you reach 18th level in this class.
**Wall Arrow.** Using conjuration magic you summon forth the wood from which the arrow was made to trap your foes or defend your allies. This arrow flies in a straight line originating from your space up to 30 feet before fading away. Then tough, pliable, and intertwined branches sprout from the solid surface beneath the arrows path in a straight wall up to 30 feet long, 10 feet high and 5 feet thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Any creature can use its action to pry the branches open to move through the space with a successful Strength (Athletics) check against you Arcane Shot save DC. The wall lasts for 1 minute or until you use this option again. \columnbreak **Splitting Arrow** You utilize transmutation magic to make your arrow split into smaller more numerous projectiles. When you use this option choose a different creature that you can see within 5 feet of your target. Each creature must make a Dexterity saving throw or take 2d6 piercing damage. If this Arcane Shot is applied to an Elemental Arrow, the additional damage is of the same type as the Elemental Arrow. At 18th level you can choose up to 3 different creatures that you can see with 5 feet of each other and the piercing damage increases to 4d6.
**Scavenging Arrow** Sometimes things get tricky for an Arcane Archer, but with a bit of divination magic you can keep yourself from the ignoble death of dehydration or starvation. When you use this Arcane Shot option the arrow stops 10 feet in front of you and you can request either water or food. The arrow will then point in the direction of the nearest edible or clean source of your request so long as its within 1 mile. You learn the direction and distance if any sources are present.
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