Arcane Archer
Arcane Archer
| Level | Prof. Bonus | Features | Elemental Arrow | Arcane Shots |
|---|---|---|---|---|
| 1 | +2 | Magic Bow | 1d6 | 2 |
| 2 | +2 | Arcane Shots | 1d6 | 2 |
| 3 | +2 | Expert's Bow | 1d6 | 2 |
| 4 | +2 | Ability Score Improvement | 1d6 | 2 |
| 5 | +3 | Extra Attack | 1d8 | 3 |
| 6 | +3 | Curved Shot, Magic Bow Improvement | 1d8 | 3 |
| 7 | +3 | Expert's Bow Feature | 1d8 | 3 |
| 8 | +3 | Ability Score Improvement | 1d8 | 3 |
| 9 | +4 | - | 1d8 | 4 |
| 10 | +4 | Charged Shot, Magic Bow Improvement | 1d10 | 4 |
| 11 | +4 | Expert's Bow Feature | 1d10 | 4 |
| 12 | +4 | Ability Score Improvement | 1d10 | 4 |
| 13 | +5 | - | 1d10 | 5 |
| 14 | +5 | Magic Bow Improvement, Ricochet | 1d10 | 5 |
| 15 | +5 | Expert's Bow Feature | 1d12 | 5 |
| 16 | +5 | Ability Score Improvement | 1d12 | 5 |
| 17 | +6 | - | 1d12 | 6 |
| 18 | +6 | Sacrificial Arrow | 1d12 | 6 |
| 19 | +6 | Ability Score Improvement | 1d12 | 6 |
| 20 | +6 | Ever Ready | 1d12 | 6 |
Class Features
Hit Points
Hit Dice: 1d10 per Arcane Archer level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Arcane Archer level after 1st
Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple weapons, Martial Weapons
Saving Throws: Intelligence, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Arcana, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) A shortbow
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• A Arcane Bow
Magic Bow
At 1st Level, you gain a Arcane Bow, of which you have proficiency, designed to channel magic energy into a precise bolts, as well as being a conduit for unique magic effects.
Choose one of the following elements: Acid, Cold, Fire, Lightning, Poison, or Thunder.
The magic bolts fired from your bow will be the chosen type. You will gain access to more elements at 6th, 10th, and 14th levels, and may switch between the learned elements as a bonus action.
At 10th and 14th level you may also choose Radiant or Necrotic as one of your bows elements.
If your bow is lost, you can spend a long rest and 50gp worth of arcane materials imbue a new bow with the necessary arcane energy. This process may be also used to make an already magical bow your Arcane Bow.
Arcane Shot
At 2nd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you may prepare a number of arcane shots equal to your Intelligence modifier. During a long rest you may change a prepared Shot for another shot from the list.
Once per turn when you fire an arrow from your magic bow 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 specifies otherwise.
You have a number of uses shown on in the Arcane Archer table, and you regain all expended uses of it when you finish a short or long rest.
Expert's Bow
At 3rd level, you choose an archetype that you strive to emulate by altering your magic bow into a new specialized form. The archetype you choose grants you features at 3rd level and again at 7th, 11th, and 15th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Curving Shot
At 6th 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 your reaction to reroll the attack against a different target that you can see within 60 feet of the original target.
Charged Shot
Starting at 10th level, you have learned to charge the magic of your bow. Using your bonus action to charge your bow, you may add an additional damage die to its next attack. Additionally, a charged shot scores a critical hit on a roll of 19 or 20.
If unused the charge fades at the start of your next turn.
At 15th level, a Charged Shot scores a critical hit on a roll of 18-20.
Ricochet Bolt
Starting at 14th level, you’ve learned to direct your shots further. As an action, Fire a bolt at an enemy, and on a hit, choose another target within 15ft and make an attack roll as the bolt bounces to the new target. This bolt can ricochet in this way up to a number of times equal to your proficiency bonus, but cannot hit the same target twice. You must complete a short rest before you can use this ability again.
Sacrificial Arrow
Beginning at 18th level, you can put your heart and soul into one great shot. Upon hitting at target, Choose a number of spent hit dice. Roll the dice, adding the total to your damage roll. You take necrotic damage equal to half the roll of your hit dice. This damage cannot be reduced in any way
Once you use this feature you may not use it again until you take a long rest.
Ever Ready
Starting at 20th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, regain 2 uses.
Arcane Bow
Ranged Weapon (Exotic, Bow)
- Category Item
- Range: 80/320
- Properties: Range. Two-Handed
Arcane Shot Options
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 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.
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.
Bracing Arrow
Weaving abjuration magic into your arrow, you fire on an ally. The targeted ally gains resistance to one of the following: bludgeoning, slashing, and piercing, until the start of your next turn
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, all creatures within 10 feet of it take must make a Dexterity saving throw or take 2d6 force damage each. The target automatically fails this save.
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.
Gleaming Bolt
Weave evocation magic into a Magical Light and fire into the sky. Choose a location within range and fire. Where the bolt hits a burst of radiant light shines out. For the next minute the bolt shines bright light for 30ft and dim light for another 30ft. Any undead creature that’s starts its turn in or enters this bright light for the first time must make a Constitution save or Take 2d6 radiant damage.
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.
Hunters Bolt
Destabilize the evocation magic already produced from your bow and Fire a bolt that splits and covers the battlefield. Target a number of creatures equal to your intelligence modifier (minimum of 1) within range and make an attack roll for each creature.
Marking Arrow
Fire an arrow that explodes into Faerie Fire. The target takes damage as normal and for the next minute the targeted creature cannot turn invisible and the first attack against the creature each round has advantage.
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.
Reactive Bolts
Use Abjuration magic to set wards and Fire 3 bolts into the sky, where they remain poised and ready to strike. Choose an area with a 30ft radius. The next 3 enemies that move within this area must make a dexterity saving throw or be hit by one of the poised arrows.
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.
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.
Vortex bolt
Increase the power of transmutation magic in the next bolt you fire, cascading gravity into it. Choose a point within range, every creature within 15ft of this point must make a Strength saving throw or be pulled 5ft closer to center. A creature must repeat this save when it enters the sphere or starts its turn there. This sphere is considered difficult terrain and any creature that starts its turn at the center point takes 2d6 force damage. This vortex lasts for 1 minute or until you lose concentration as if concentrating on a spell
Warding Arrow
Weaving abjuration magic into your arrow, you fire on an ally. The targeted ally gains resistance to one of the elements your bow is capable of firing, until the start of your next turn.
Guerrilla Bow
Similar to in shape a standard magic bow, The Guerrilla Bow is for those skilled in the arts of hidden warfare. Striking from trees and rooftops, never staying in one place too long. Taking advantage of the places few think to look, you strike out when your opponent least expects it, This Bow makes it easy to get close and deal some damage. Many Arcane Guerilla’s take up occupation has Elite Operations in Militaries or hired on as a little unnoticed muscle for Merc Groups.
Guerrilla Warfare
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. Additionally, you do not have disadvantage when attacking within 5 ft.
High ground Expert
At 7th level, climbing no longer slows you down, you gain a climbing speed equal to your walking speed.
Additionally, when firing down upon a target within your first range increment, from a height difference of at least 15 ft., you gain advantage on attack rolls. (Only applies to the first attack of Curved Shot or Ricochet Bolt)
Ambush Master
Starting at 11th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn
Reflexive Strike
Starting at 15th level, you permanently memorize the Reactive Shot and it no longer counts against your prepared shots. You may fire it without expending a use of arcane shot once per short rest. Additionally, if the AoE is within your first range increment, this shot can be modified by another arcane shot feature.
Artillery Bow
An Artillery Bow is Larger than a standard magic bow, more unwieldy to fire at close range, but unmatched when firing on the most distant of foes. Hidden on mountains or firing from castle walls, the artillery bows fire from the distant lines of battle, providing much needed assistance to those in the front line, with deadly precision.
Longshot
Starting at 3rd Level, your bow’s Range Changes to (40/320) and you no longer have disadvantage when firing at long range. Additionally, you gain a +2 to hit any creature in your long range increment.
Uncanny Precision
Beginning at 7th level, you’ve learned to take advantage of having allies in the field. You have advantage on attack rolls any creature within 5ft of an ally, providing that creature is in your long range increment. Any friendly creature in the Area of effect of any of your arcane shots will automatically succeed on their saving throws and do not take damage from them.
Keep them at bay
At 11th level, you are trained to keep your enemies at bay. When a creature enters your first range increment you can use your reaction to fire a pinning shot. On a hit the creatures move speed is reduced to 0.
Arcane Volley
Starting at 15th level, you permanently memorize the Hunters Bolt and it no longer counts against your prepared shots. You may fire it without expending a use of arcane shot once per short rest. Additionally, Attacks on targets in your second range increment critical on a 18-20.
Arcane Artillerist's Bow
Ranged Weapon (Exotic, Bow)
- Category Item
- Range: 40/320
- Properties: Range. Two-Handed
Healer’s Bow
A Healer’s Bow is light and compact, meant to be carried with a healer’s satchel. It is the last line of defense for many combat medics. Allowing for quick draw and fire at any friend or foe. As with other bow types Healer’s bows are common place in most militaries, but also common with traveling doctors who do not desire to be left defenseless.
Healing Shot
Once you take this bow at 3rd level you gain access to another element that does not count towards your number known: Healing. As a part of the attack action, you can nock and fire a healing arrow at a creature. This arrow automatically hits, and causes the target to regain a number hit points equal to 2d6 + your Intelligence modifier.
You can fire a number of these healing arrows equal to 2 + half your arcane archer level. You regain all expended uses of this ability when you finish a long rest.
Booster Shot
At 7th level you enhance the magic of your healing arrows. Any Ally hit with your healing arrow gains advantage on the next saving throw made before the start of your next turn.
Compromise Immunity
Beginning at 11th level, you can alter the magic in your healing arrows to be toxic to your enemies, weakening their immune systems.
When you nock a healing arrow, you may choose to fire it at an enemy who must make a constitution saving throw. On a failure the target's resistance to the next attack is considered one step lower (Immunity > Resistance > None > Vulnerability)
Grand Ward
Starting at 15th level, you permanently memorize either the Warding Arrow or Bracing Arrow (your choice), and it no longer counts against your prepared shots. You may fire it without expending a use of arcane shot once per short rest. Additionally, targets receive immunity rather than resistance to the selected damage type