Arcane Archer

by giogreymon

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Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. They have adapted these methods in their own styles of fighting and are able to infuse projectiles with arcane energy; from dwarves launching destructive bolts from their crossbows to hobgoblins throwing debilitating javelins.

Arcane Archer Lore

3rd-level Arcane Archer feature

You learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation, druidcraft, or the magic stone cantrip. Intelligence is your spellcasting ability for these spells.

Arcane Shot

3rd-level Arcane Archer feature

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).

When you fire or throw a projectile as part of the Attack action, you can apply one of your Arcane Shot options to that projectile. You decide to use the option when the attack hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

When you gain a level in this class, you can choose one of the Arcane Shots you know and replace it with another Arcane Shot of your choice.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves at 10th and 18th-level fighter.

When you reach 11th level in this class you can use your Arcane Shot three times per rest. At 20th level, you have four uses per rest.

Magic Arrow

7th-level Arcane Archer feature

You gain the ability to infuse projectiles you fire with magic. Whenever you fire a nonmagical ammunition from a ranged weapon or throw a nonmagical projectile, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage for that attack.

In addition, you can use a bonus action to choose fire, cold or lightning damage; until the end of your next turn, any projectile you fire or throw can deal that type of damage instead of its normal damage. You can use this ability a number of times equal to 1 + your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

After you reach 15th level, you also add damage of the same type equal to your Intelligence modifier (minimum of 0) to each attack.

Curving Shot

7th-level Arcane Archer feature

You learn how to direct an errant projectile toward a new target. When you make an attack roll with a projectile and miss, you can use a bonus action or a reaction to reroll the attack roll against a different target within 30 feet of the original target.

Ever-Ready Shot

15th-level Arcane Archer feature

Your magical archery is available whenever battle starts. When you roll initiative you regain one expended use of Arcane Shot.

Arcane Shot Options

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 is calculated as follows:

Arcane Shot Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Banishing Shot. 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 10th level in this class, the target also takes force damage equal to 1d4 + your Intelligence modifier (minimum of +1) when the arrow hits it. This force damage increases to 3d4 at 18th level.

Beguiling Shot. Your enchantment magic causes the projectile to temporarily beguile its target. The creature hit by the projectile takes extra psychic damage equal to 2d4 + your Intelligence modifier (minimum of +1), 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 when you reach 10th level (4d4) and 18th level (6d4).

Bursting Shot. You imbue the projectile with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the projectile hits the creature, the target and all other creatures within 10 feet of it each take force damage equal to 2d4 + your Intelligence modifier (minimum of +1).

The force damage increases when you reach 10th level (4d4) and 18th level (6d4).

Enfeebling Shot. You weave necromantic magic into your projectile. The creature hit by the projectile takes a extra necrotic damage equal to 2d4 + your Intelligence modifier (minimum of +1). 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 when you reach 10th level (4d4) and 18th level (6d4).

Grasping Shot. When the projectile strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the projectile takes extra poison damage equal to 2d4 + your Intelligence modifier (minimum of +1), its speed is reduced by 10 feet, and it takes 3d4 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 and slashing damage both increase when you reach 10th level (4d4) and 18th level (6d4).

Piercing Shot. You use transmutation magic to give your projectile an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the projectile shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The projectile 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 projectile, plus extra piercing damage equal to 1d4 + your Intelligence modifier (minimum of 1). On a successful save, a target takes half as much damage.

The piercing damage increases when you reach 10th level (2d4) and 18th level (3d4).

Seeking Shot. Using divination magic, you grant your projectile 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 projectile flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within 500 feet 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 projectile disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the projectile, plus extra force damage equal to 1d4 + your Intelligence modifier (minimum of 1), 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 when you reach 10th level (2d4) and 18th level (3d4).

Shadow Shot. You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by your projectile takes extra psychic damage equal to 2d4 + your Intelligence modifier (minimum of +1), 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 when you reach 10th level (4d4) and 18th level (6d4).

Arcane Archer homebrew by /u/giogreymon