Arcane Archer Reimagined v1.1
An Arcane Archer studies a unique elven method of archery that allows them to weave magic into long range weapon attacks through the use of secret and powerful spellcasting. Arcane Archers are some the most elite warriors among the elves. Over the centuries, the methods of these elven archers have been learned by members of other races who can also balance arcane aptitude with archery.
Arcane Archer Features
| Fighter Level | Features |
|---|---|
| 3rd | Lore, Spellcasting, Imbue Arrow |
| 7th | Magic Arrows, Curving Shot |
| 10th | Imbue Arrow Option (1) |
| 15th | Domitable |
| 18th | Improved Magic Arrows, Imbue Arrow Option (2) |
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and the bottom of this document for the Arcane Archer spell list. These spells include Arcane Shots, unique spells accessible only to Arcane Archers. These spells may not be taken by any other class, regardless of any feature or feat that might specify otherwise. The spell options are listed on pages 3 and 4.
Cantrips. You learn two cantrips of your choice from the Arcane Archer spell list. You learn an additional Arcane Archer cantrip of your choice at 10th level.
Spell Slots. The Arcane Archer Spellcasting table shows how many spell slots you have to cast your 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 Arcane Archer spells of 1st level or higher. Each of these spells 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 Arcane Archer spells 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, since you learn your spells through study and memorization. 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 Arcane Archer spell you cast and when making an attack roll with one.
Arcane Archer Spellcasting
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - |
| 11th | 3 | 8 | 4 | 3 | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 3 | 10 | 4 | 3 | 2 | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 3 | 11 | 4 | 3 | 3 | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Arcane Archer Lore
When you reach 3rd level, you gain proficiency in both the Arcana and Nature skills.
Imbue Arrow
At 3rd level, you gain an ability to augment your attack magically without expending a spell slot. You can use a bonus action to imbue an arrow. When you hit a creature with a ranged weapon attack using the imbued arrow, the creature takes the normal damage of the attack along with the special effect.
If the arrow is fired and fails to hit its target, then you lose that usage of the ability. If you do not use the imbued arrow on the same turn in which you created it, then it turns back into a regular arrow, but you do not waste the usage. You cannot put an Arcane Shot spell on an arrow that’s already been imbued.
You gain two options off the list below, and can choose a third at 10th and a fourth at 18th level. You may imbue an arrow a number of times equal to your proficiency bonus + your Intelligence modifier per long rest.
The DC for imbued arrows with saving throws is your Arcane Archer spell save DC.
Arrow Options
The options are presented in alphabetical order.
Elemental Arrow. You infuse your arrow with a type of elemental magic: your attack does an extra 2d6 acid, cold, fire, force, lightning, poison, or thunder damage.
Frightening Arrow. The target must make a Wisdom saving throw. On a failure, the creature is frightened by you until the end of your next turn.
Heating Arrow. You aim the arrow at something metal that the target is holding: make an attack roll vs the object (which uses the creature’s AC as its own). On a hit, the object turns extremely hot. The target must succeed on a Constitution saving throw or take 2d6 fire damage and drop the object. On a success, they take half damage and do not drop the object. This arrow does not actually hit the creature and therefore does not do the arrow’s normal damage to them.
Infuriating Arrow. The target must make a Wisdom saving throw or have disadvantage on attack vs all other creatures but you until the end of your next turn.
Repelling Arrow. The target must succeed on a Strength saving throw or be pushed back 10 feet and be knocked prone.
Stunning Arrow. The target must make a Constitution saving throw or be stunned until the end of your next turn.
True Striking Arrow. You add your intelligence modifier to the attack roll.
Twin Arrow. You cast light illusion magic on your arrow and make it appear to be two. Choose one creature within 15 feet of the original target: if they are not behind full cover, they must make an Intelligence saving throw or take half the attack’s damage in psychic damage.
Magic Arrows
At 7th level, you gain the ability to infuse all of your arrows with magic. Whenever you fire a non-magical arrow from a bow, you can make it magical for the purpose of overcoming resistance and immunity to non-magical 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. You can do this twice per short rest.
Domitable
At 15th level, you’ve learned how to undercut an enemy’s resistance to your spell effects with your arrows. When you hit a creature with a ranged weapon attack and use an Arcane Shot in the same turn, the creature has disadvantage on the saving throw to resist its effect. You can do this once per short rest. You may also expend a use of Indomitable to force disadvantage in this manner.
Improved Magic Arrows
At 18th Level, your ability to infuse arrows significantly improves. When you fire a non-magical arrow from your bow, you can make it a +1 arrow, which is added to your weapon's attack bonus and damage rolls.
Credit: Howard Lyon
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New Spells: Arcane Shots
Once per turn when you fire an arrow from a shortbow, longbow, or crossbow as part of the Attack action, you can infuse one of your Arcane Shot spells to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll.
Banishing Arrow
3rd-level abjuration
- Casting Time: Apart of one ranged weapon attack
- Range: Touch
- Components: V, M (a ranged weapon)
- Duration: Instantaneous
When a Banishing Arrow hits a creature, it takes an extra 4d6 force damage and must succeed on a Charisma saving throw or be banished to the Feywild until the end of its next turn. While there, the target’s speed is 0ft, and it is incapacitated. When the target reappears, it does so in the same place it left if that place is unoccupied. If the place is occupied, then it reappears in a near unoccupied space. On a success, they take half damage and are not banished.
At Higher Levels. When you cast this arrow using a spell slot of 4th level or higher, the damage increases by 1d6 and the creature stays in the Feywild for one more of its turns for each slot level above first.
Beguiling Arrow
1st-level enchantment
- Casting Time: Apart of one ranged weapon attack
- Range: Touch
- Components: V, M (a ranged weapon)
- Duration: 60 seconds
When a Beguiling Arrow hits a creature, it must succeed on a Wisdom Saving throw or become charmed for one minute by an ally of the caster’s (of your choosing) that is within 30 feet of them. The creature also takes an extra 2d6 psychic damage.
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 Arrow
1st-level evocation
- Casting Time: Apart of one ranged weapon attack
- Range: Touch
- Components: V, M (a ranged weapon)
- Duration: Instantaneous
When this arrow hits a creature, it explodes in a 10 foot radius centered on the target. Every creature in range of the detonation takes 2d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases 1d6 and the radius increases by 5 feet for each slot level above 1st.
Enfeebling Arrow
2nd-level necromancy
- Casting Time: Apart of one ranged weapon attack
- Range: Touch
- Components: V, M (a ranged weapon)
- Duration: Instantaneous
When a creature is hit by this arrow, they take an extra 3d6 necrotic damage. Along with that, they must succeed on a Constitution saving throw or they deal half damage (rounded down) with weapon attacks until the end of the caster’s next turn.
Additionally, they lose maximum hit points equal to the number of necrotic damage dealt. This effect will go away after a long rest or after an appropriate magical effect is used to end it.
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 above 2nd.
Grasping Arrow
1st-level conjuration
- Casting Time: Apart of one ranged weapon attack
- Range: Touch
- Components: V, M (a ranged weapon)
- Duration: Concentration, up to 1 minute
When a creature is hit by this arrow, poisonous brambles wrap around it. It takes an extra 2d6 poison damage and its speed is reduced by 10ft. It takes 2d6 slashing damage if it attempts to move more than one foot in any direction. It may use its action to escape the brambles with a successful Athletics check vs the caster’s Spell Save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of both the poison and the slashing increases by 1d6 for each slot above 1st.
Piercing Arrow
2nd-level transmutation
- Casting Time: Apart of one ranged weapon attack
- Range: Touch
- Components: V, M (a ranged weapon)
- Duration: Instantaneous
When you shoot this arrow, it takes on an ethereal quality. You shoot it in a straight 30 foot line: make an attack roll against the first target in the line: it takes an extra 3d6 piercing damage. Anyone else standing in the line must make a Dexterity saving throw or also be hit for the arrow’s normal damage + 3d6 piercing damage. On a successful save, targets take no damage. The arrow passes through all objects in its path and ignores all covers.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the line length increases by 5 feet for each slot level above 2nd.
Seeking Arrow
2nd-level divination
- Casting Time: Apart of one ranged weapon attack
- Range: Touch
- Components: V, M (a ranged weapon)
- Duration: Instantaneous
When you shoot this arrow, choose a creature you’ve seen in the last minute. The arrow will automatically locate the target as long as it is in your weapon’s range, ignore cover up to 3/4ths, and hit it. The target must make a Dexterity saving throw or take an extra 3d6 force damage, and you learn the target’s exact location. If the target’s saving throw is successful, it takes no damage, but you learn its general location.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d6 for each slot above 2nd.
Shadow Arrow
3rd-level illusion
- Casting Time: Apart of one ranged weapon attack
- Range: Touch
- Components: V, M (a ranged weapon)
- Duration: Concentration, up to 1 minute
When a target is hit by this arrow, it takes an extra 4d6 psychic damage and must make a Wisdom saving throw or be unable to see more than 5 feet in front of it. It may make a Wisdom saving throw at the start of each of its turns to end the effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d6 per each slot level above first.
Arcane Archer Spells
Cantrips (0 Level)
- All Wizard Cantrips
- Druidcraft
1st Level
- Absorb Elements (XG)
- Alarm
- Beguiling Arrow
- Bursting Arrow
- Detect Magic
- Expeditious Retreat
- Feather Fall
- Grasping Arrow
- Fog Cloud
- Longstrider
- Mage Armor
- Shield
- Snare (XG)
2nd Level
- Blur
- Cordon of Arrows
- Darkvision
- Enfeebling Arrow
- Hold Person
- Invisibility
- Locate Object
- Magic Weapon
- Misty Step
- Pass Without Trace
- Piercing Arrow
- Seeking Arrow
- Skywrite (XG)
- Spider Climb
- Warding Wind (XG)
- Web
3rd Level
- Banishing Arrow
- Blink
- Catnap (XG)
- Dispel Magic
- Flame Arrows (XG)
- Glyph of Warding
- Haste
- Shadow Arrow
- Slow
- Stinking Cloud
4th Level
- Dimension Door
- Fire Shield
- Freedom of Movement
- Greater Invisibility