Fighter
Fighters are adept at both melee and ranged combat and skilled with most weapons and armor. Most have a particular style of fighting that they preferred, specializing with great wepaons, single-handed weapons, dual wielding, or ranged weapons. ~
Focus
The intended design for the Arcane Archer was to have a bow using subclass, however, there is an interest in using other ranged weapons. This edits the Arcane Archer from the Revision Project to include all ranged weapons that use ammo. For the project focus version, click here.
Possible weapons:
Longbows, Shortbows, All Crossbows, Slings, Blowguns, and Firearms
This is focused on ammunition based weapons, but the DM could allow thrown weapons or Magic Stone without a sling to be used.
Arcane Archer (Alternative)
From Xanathar's Guide to Everything
An Arcane Archer weaves magic into attacks to produce supernatural effects. Once this was an unique elven form, but over the centuries, the methods of these elf archers have been learned by members of other races who can also balance using their arcane aptitude with their ranged weapons skill.
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 Druidcraft cantrip.
Multiclass Optional:
If you have spell slots, you can use a spell slot to cause an Arcane Shot.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn Arcane Shot options of your choice.
The number of Arcane Shots you know is equal to your Proficiency Bonus. You can change your Arcane Shot choices when you gain a level in this class.
Once per Action when you shoot ammo from a ranged weapon as part of the Attack action, you can apply one of your Arcane Shot options to that ammo. You can decide to use the option when the ammo hits, unless the option doesn’t involve an attack roll. You have a number of uses equal to your Proficiency Bonus of this ability, and you regain all expended uses of it when you finish a short or long rest.
Magic Ammo
At 7th level, you gain the ability to magically infuse your ammo. Whenever you fire non-magical ammo from a ranged weapon, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damages. The magic fades immediately after it hits or misses the target.
Curving Shot
At 7th level, you learn how to direct an errant ammo toward a new target. When you make a ranged attack roll and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. The second target is still affected by the range of your weapon. (You have disadvantage when attacking a target beyond normal range. You cannot attack a target beyond the weapon’s long range.)
Ever-Ready Shot
Starting at 15th level, your Arcane Shots are available whenever battle starts. If you roll Initiative and have no uses of Arcane Shot remaining, you regain two uses of it.
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.
your Intelligence modifier
Arcane Shot save DC (Optional):
For your Arcane Shot save DC, exchange your Intelligence modifier for your Wisdom modifier or your Charisma modifier.
Banishing Ammunition
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the ammo must also succeed on a Charisma saving throw or be banished. While banished in this way, its 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 hit.
Beguiling Ammunition
Your enchantment magic causes this ammo to temporarily beguile its target. The creature hit by the ammo 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 Ammunition
You imbue your ammo with force energy drawn from the school of evocation. The ammo detonates after your attack. Immediately after the ammo 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 Ammunition
You weave necromantic magic into your ammo. The creature hit by the ammo 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.
Grasping Ammunition
When this ammo strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the ammo 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 Ammunition
You use transmutation magic to give your ammo an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the ammo fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The ammo 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, 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 Ammunition
Using divination magic, you grant your ammo the ability to seek out your target, allowing the projectile to curve and twist its path in search of its prey. 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 ammo 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 ammo to travel to the target, the target must make a Dexterity saving throw.
On a failed save, it takes damage as if it were hit, 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 Ammunition
You weave illusion magic into your ammo, causing it to occlude your foe’s vision with shadows. The creature hit by the ammo 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.