Arcane Archer - Revised

by Kylisse

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Archetype: Arcane Archer (Revised)

An Arcane Archer studies the unique elven method of weaving magic with archery to produce magical effects. Arcane Archers are some of the most elite forces among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magical arrows to defeat monsters and invaders before they can reach the elven settlements. Over the centuries, the methods these archers use have been learned by members of other races who can also balance the arcane aptitude with archery.

This is a revision of the Arcane Archer Martial Archetype released by Wizards of the Coast, to help enhance the unique aspects of the subclass, and allowing them scale more naturally while leveling.

Martial Archetype | Arcane Archer (Revised)

Arcane Archer Features

Arcane Archer Lore

At 3rd Level, you learn the magical theory or some of the secrets of nature - typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or Nature skill, as well as 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. You also learn additional Arcane Shots equal to half your Intelligence modifier (rounded up). (See "Arcane Shot Options" below).

Once per turn, when you fire an arrow from a shortbow or longbow 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 the creature, unless the option doesn't involve an attack roll. You have a number of uses of this ability equal to your Proficiency bonus, and you regain all uses of it when you finish a short or long rest.

You gain two additional Arcane Shot options of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Whenever you learn a new Arcane Shot, you can also replace one Arcane Shot you already know with a different one. Each option improves when you hit 10th level in this class, and again at 18th level.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire an arrow from a shortbow or longbow, it counts magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. If you don't load an arrow into a shortbow or longbow, you conjure a magic arrow when you make a ranged attack. Ammunition produced in this way vanishes the instant after hitting or missing a target.

Curving Shot

At 7th level, you learn how to magically direct an errant arrow towards a new target. Whenever you make an attack roll with a shortbow or longbow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Guided Shot

At 10th level, you learn how to use magic to direct your attacks. Once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack made with a shortbow or longbow. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Arcane Surge

At 15th level, you learn to draw magic from deep within yourself. Once per long rest, you can use your bonus action to regain a number of uses of your Arcane Shot equal to half your Proficiency modifier.

Master Archer

At 18th level, you've become adept at quickly weaving magic into your arrows. You can use your Arcane Shot feature twice in a turn. You cannot use more than one Arcane Shot option per attack.

Arcane Shots

The Arcane Shot feature lets you choose options for it at certain levels. 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 and banish your target to a harmless pocket dimension. 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.

When you reach certain levels in this class, the target takes force damage equal to 1d6 at 10th level, and 2d6 at 18th level.

Barrage Arrow

You must choose this option before you take the shot. The conjuration magic you imbue the arrow with, causes it to summon two duplicates of itself. These arrows can hit one target, or several. Make ranged attack rolls for each arrow. These attacks suffer a -5 penalty to the attack roll.

Martial Archetype | Arcane Archer (Revised)

When you reach certain levels in this class, the targets also suffer piercing damage equal to 1d6 at 10th level, and 2d6 at 18th level.

Beguiling Arrow

Your enchantment magic causes this arrow to temporarily beguile its target. The target suffers an extra 2d6 psychic damage. Choose one of your allies (including yourself) 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.

When you reach certain levels in this class, the psychic damage increases to 3d6 at 10th level, and 4d6 at 18th level.

Bursting Arrow

You imbue the arrow with force energy drawn from the school of evocation. The energy detonates after you attack. Immediately after the arrow hits the creature, the target and all creatures within 10 feet of it take 2d6 force damage.

When you reach certain levels in this class, the force damage increases to 3d6 at 10th level, and 4d6 at 18th level.

Disruptive Arrow

The abjuration magic you weave into this arrow allows it to disrupt magical fields. A creature hit by this arrow takes an additional 2d6 force damage. If this arrow damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw to maintain its concentration.

When you reach certain levels in this class, the force damage increases to 3d6 at 10th level, and 4d6 at 18th level.

Draining Arrow

The necromantic magic you imbue this arrow with drains the creature's life. When this arrow hits a target, that creature takes an additional 2d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.

When you reach certain levels in this class, the necrotic damage increases to 3d6 at 10th level, and 4d6 at 18th level.

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.

When you reach certain levels in this class, the necrotic damage increases to 3d6 at 10th level, and 4d6 at 18th level.

Gale Arrow

When this arrow hits a creature, the transmutation magic you imbued it with activates, causing a strong wind to rush at the target. The creature takes an extra 1d6 bludgeoning damage, and must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from you.

When you reach certain levels in this class, the bludgeoning damage increases to 2d6 at 10th level, and 3d6 at 18th level.

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, and its speed is reduced by 10 feet. In addition, the first time on each of its turns the creature uses its movement to move 1 or more feet, it takes 2d6 slashing damage. 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.

When you reach certain levels in this class, the poison and slashing damage increases to 3d6 at 10th level, and 4d6 at 18th level.

Insightful Arrow

The divination magic you weave into this arrow allows you to gain an insight into the target. A creature hit by this arrow takes an additional 1d6 psychic damage, and must succeed a Charisma saving throw. On a failed save, the target has disadvantage on attacks against you, and you have advantage on any saving throw the target makes you roll.

When you reach certain levels in this class, the psychic damage increases to 2d6 at 10th level, and 3d6 at 18th level.

Nightmare Arrow

You imbue this arrow with illusion magic. When it hits a creature, it takes an additional 2d6 psychic damage. That creature must make a Wisdom saving throw or be frightened of you, as your visage becomes a terrifying face to them. A target is affected for one minute, or until you use this option again. The target can repeat its save if it ends its turn in a location that doesn't have line of sight.

When you reach certain levels in this class, the psychic damage increases to 3d6 at 10th level, and 4d6 at 18th level.

Maddening Arrow

You use enchantment magic to cause this arrow to inflict temporary madness. When you hit a creature with this arrow, it must succeed a Intelligence saving throw or use its reaction to make a weapon attack against a creature of your choice.

When you reach certain levels in this class, the target takes psychic damage equal to 1d6 at 10th level, and 2d6 at 18th level.

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.

When you reach certain levels in this class, the piercing damage increases to 2d6 at 10th level, and 3d6 at 18th level.

Martial Archetype | Arcane Archer (Revised)

Seeking Arrow

Using divination magic, you grant the 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 towards 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. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, you also learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. If the arrow cannot reach its target, it disappears harmlessly.

When you reach certain levels in this class, the force damage increases to 2d6 at 10th level, and 3d6 at 18th level.

Shadow Arrow

You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by this 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.

When you reach certain levels in this class, the psychic damage increases to 3d6 at 10th level, and 4d6 at 18th level.

Sun Arrow

A target struck by this arrow is imbued with radiant energy from the evocation magic used. The target must succeed a Dexterity saving throw, or until the start of your next turn, attacks against the target have advantage.

When you reach certain levels in this class, the target takes radiant damage equal to 1d6 at 10th level, and 2d6 at 18th level.

Martial Archetype | Arcane Archer (Revised)
 

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