Fighter Martial Archetype
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 their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with ranged weapons. While originally applied to the use of bows, the powers can be applied to other particular types of ranged weapons to create variations of this archetype such as the Arcane Crossbowman who applies magical effects to the bolts they fire, the Arcane Javelin Thrower who uses magic on large thrown weapons such as spears and javelins and the Arcane Dart Thrower who applies these effects on small thrown weapons such as darts and daggers.
Arcane Archer Features
| Fighter Level | Features |
|---|---|
| 3rd | Arcane Archer Lore, Arcane Shot (2), Summon Arrows |
| 7th | Arcane Shot (3), Magic Arrow |
| 10th | Improved Arcane Shot (4) |
| 15th | Arcane Shot (5) |
| 18th | Superior Arcane Shot (6) |
Arcane Archer Lore
At 3rd level, 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 one cantrip, either Prestidigitation or Druidcraft.
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 (see "Arcane Shot Options" below). You may instead of choosing one Arcane Shot option choose two Minor Arcane Shot options. These Arcane Shot options are in essence a spell that is applied through the arrow you fire.
As an Arcane Archer the arcane shot options you choose are applied to bow attacks, either the shortbow or longbow. If you choose to be an Arcane Crossbowman you may apply them to crossbow attacks (heavy, light and hand), or if you choose to be an Arcane Javelin Thrower you may apply them to large thrown weapon attacks (spear and javelin), or if an Arcane Dart Thrower to small thrown weapon attacks (dart and dagger), in which case substitute that weapon as appropriate where the text says bow or arrow.

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 nominate the Arcane Shot option being applied with the attack, however if the attack misses no power will be expended and the use will not be lost. You have three uses of this ability, and you regain all expended uses of it when you finish a short or long rest. If you apply a Minor Arcane Shot option then it only counts as half a use.
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 time you gain a level as a fighter you may exchange one of your chosen Arcane Shot options for another.
Arcane Shots improve in power when you become a 10th level fighter where you may use the Improved Arcane Shot effect, and improve again at 18th level as a fighter where you may use the Superior Arcane Shot effect.
Summon Arrows
At 3rd level, you learn how to create arrows out of thin air. As a bonus action you may summon a number of non-magical arrows equal to your level and they will appear in your quiver or hand as you wish. These are your personal arrows and only you may use them. They will disappear if they are attempted to be given to someone else or if they are lost. You cannot summon arrows again until after you have taken a long rest. Arcane Crossbowman summon the same number of crossbow bolts, but an Arcane Javelin or Dart Thrower summon a number of weapons equal to their proficiency bonus.
Magic Arrow
At 7th level, you gain the ability to infuse all the arrows you fire with a touch of magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order, with the Minor Arcane Shot options at the end. They are all magical effects. If the target is a creature the attack must succeed on its attack roll to cause the magical effect. Otherwise, if it is aimed at a place or an object it will always hit the intended point.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Banishing. Arrow firstly deals its normal damage. You use magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must 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. For the Improved Arcane Shot the target is banished for two rounds, and for the Superior Arcane Shot the target is banished for three rounds.
Beguiling. Arrow firstly deals its normal damage. Your magic causes this arrow to temporarily beguile its target. 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. For the Improved Arcane Shot the duration increases to 2 rounds, and for the Superior Arcane Shot the duration increases to 3 rounds.
Bursting. Arrow firstly deals its normal damage. You imbue your arrow with force energy which detonates immediately after the arrow hits the creature. The target and all other creatures within 10 feet of it take 2d6 force damage each on a failed Constitution saving throw, or half damage on a successful one. For the Improved Arcane Shot the force damage increases to 3d6, and for the Superior Arcane Shot the force damage increases to 4d6.
Chain Lightning. This arrow does not deal its normal damage. It turns into a bolt of electricity which causes 4d6 lightning damage to the target on a failed Dexterity saving throw or half the damage on a successful one. A bolt of electricity then arcs from the target to the nearest creature if there is one within 30 feet attacking them with the lightning damage the same as the target. For the Improved Arcane Shot the lighting will arc to the two creatures nearest the target within 30 feet. For the Superior Arcane Shot the lightning will arc to the three creatures nearest the target within 30 feet.
Dimension Door. This arrow firstly deals its normal damage if it is targeted at a creature. It may be targeted at a point on a place or an object. You are instantly teleported to the point where the arrow strikes. The maximum distance you may teleport is 60 feet. For the Improved Arcane Shot you may teleport up to 150 feet, and for the Superior Arcane Shot you may teleport up to 300 feet.
Elemental. This arrow deals its normal amount of damage but of a chosen damage type. When the arrow is fired choose a particular type of damage from: acid, cold, fire, force, lightning, necrotic, poison or thunder. The arrow turns into an arrow of that particular element and does that type of damage when it strikes adding an additional 1d6 damage. For the Improved Arcane Shot add 2d6 of that damage type, and for the Superior Arcane Shot it does an additional 3d6.
Elemental Explosion. This arrow does not deal its normal damage. It may be targeted at a creature or at a point on a place or an object. When the arrow is fired choose a particular type of damage from: acid, cold, fire, force, lightning, necrotic, poison or thunder. The arrow turns into a ball of that particular element which explodes when it hits the target and does that type of damage to all targets in a 10 foot radius. All of the targets must make a dexterity saving throw and on a fail take 3d6 damage, or half damage on a success. For the Improved Arcane Shot it does 4d6 damage and for the Superior Arcane Shot it does 5d6.
Enfeebling. This arrow firstly deals its normal damage. 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. For the Improved Arcane Shot the necrotic damage increases to 3d6 and for the Superior Arcane Shot the necrotic damage increases to 4d6.
Fear. This arrow firstly deals its normal damage. The creature struck by this arrow takes an additional 1d6 psychic damage and must make a Wisdom saving throw or become frightened of you until the end of your next turn. For the Improved Arcane Shot it does 2d6 psychic damage and is frightened for 2 rounds, and for the Superior Arcane Shot it does 3d6 psychic damage and is frightened for 3 rounds.
Flash. This arrow firstly deals its normal damage if it is targeted at a creature. It may be targeted at a point on a place or an object. When this arrow hits its target it explodes in a dazzling array of flashing, coloured light and noise. All creatures in a 15 foot radius must make a Constitution saving throw or be blinded and deafened until the end of your next turn. For the Improved Arcane Shot the effect lasts for 2 rounds and for the Superior Arcane Shot the effect lasts for 3 rounds.
Grasping. This arrow firstly does its normal damage. 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 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time each round 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. For the Improved Arcane Shot the poison damage and slashing damage both increase to 2d6, and for the Superior Arcane Shot the poison and slashing damage increase to 3d6.
Magic Missile. This arrow does not deal its normal damage. When the arrow is fired it turns into three glowing darts of magical force very much like the spell magic missile. Each dart may be directed at a different target, or two or more may be directed at one target. If the darts target multiple creatures, the creatures must all be within a 20 foot radius sphere that is at least 5 feet away from the archer. The darts do not miss, and each dart does 1d4+1 force damage. For the Improved Arcane Shot it creates one additional dart and for the Superior Arcane Shot it creates two additional darts.
Piercing. You use 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 fires 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. For the Improved Arcane Shot the additional piercing damage increases to 2d6, and for the Superior Arcane Shot it becomes 3d6.
Push. This arrow deals its normal amount of damage but of the bludgeoning damage type. When it hits it will push a Large size or smaller creature back 5 feet and the creature must then make a Strength saving throw or be knocked prone. For the Improved Arcane Shot it will do an additional 1d6 damage and push the creature back 10 feet, and for the Superior Arcane Shot it will do an additional 2d6 damage and push the creature back 15 feet.
Seeking. Using magic, you grant your arrow the ability to seek out your target, allowing the arrow 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 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. On a failed save, it takes damage as if it were hit by the arrow, 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. For the Improved Arcane Shot the extra force damage increases to 2d6, and for the Superior Arcane Shot the extra force damage increases to 3d6.
Shadows. This arrow firstly deals its normal damage. You weave 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. For the Improved Arcane Shot the psychic damage increases to 3d6, and for the Superior Arcane Shot the psychic damage increase to 4d6.
Shock. This arrow deals its normal damage with an additional 1d6 added, but as the lightning damage type. This arrow turns into electricity when fired. If the target is wearing metal armour you have advantage on the attack roll. For the Improved Arcane Shot it does an additional 2d6 of lightning damage and for the Superior Arcane Shot it does an additional 3d6.
Sickness. The creature struck by the arrow takes the normal damage and 1d6 poison damage and must make a Constitution saving throw. On a failed save the target suffers the poisoned condition until the end of your next turn where it takes a further 1d6 poison damage. For the Improved Arcane Shot it suffers the poisoned condition for 2 rounds and takes 1d6 of poison damage on each of them, and for the Superior Arcane Shot it suffers the poisoned condition for 3 rounds and takes 1d6 poison damage on each of them.
Slow. The creature struck by the arrow takes normal damage and must succeed on a Wisdom saving throw or time for the creature will be slowed for 2 rounds. An affected target’s speed is halved, it takes -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. For the Improved Arcane Shot the effect lasts for 4 rounds, and for the Superior Arcane Shot the effect lasts for 6 rounds.
Spike Growth. This arrow can only be targeted at a point on the ground. The point where this arrow hits is the centre of a 20 foot radius where the ground twists and sprouts hard spikes and thorns for the next 4 rounds. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d6 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that didn’t see the area at the time when the arrow hit must make a Perception check against your spell save DC to recognise the terrain as hazardous before entering it. For the Improved Arcane Shot it lasts for 6 rounds, and for the Superior Arcane Shot it lasts for 8 rounds.
Stinking cloud. This arrow firstly deals its normal damage if it is targeted at a creature. It may be targeted at a point on a place or an object. The point where the arrow hits is surrounded in a 20 foot radius sphere of nauseating yellow gas. It lasts for up to 4 rounds (no concentration required) and makes the area heavily obscured. The stinking cloud spreads around corners. It lasts for the duration or until a wind of moderate speed (at least 10 miles per hour) disperses it after 4 rounds, or a strong wind (at least 20 miles per hour) disperses it after 1 round. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature spends it action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. For the Improved Arcane Shot the cloud lasts for up to 6 rounds, and for the Superior Arcane Shot the cloud lasts for up to 8 rounds.
Thunderwave. This arrow firstly deals its normal damage if it is targeted at a creature. It may be targeted at a point on a place or an object. The point where the arrow hits is the centre from which a wave of thunderous force sweeps out. Each creature in a 15 foot radius from that point must make a Constitution saving throw. On a failed save they take 2d6 thunder damage and are pushed 10 feet away from the centre point. On a successful save the creature takes half as much damage and is not pushed away. For the Improved Arcane Shot it does an additional 1d6 of that damage and for the Superior Arcane Shot it does an additional 2d6.
Web. This arrow firstly deals its normal damage if it is targeted at a creature. It may be targeted at a point on a place or an object. The point where the arrow hits is the centre of a 20 foot cube which fills with a mass of thick, sticky webbing. The webs are difficult terrain and lightly obscure their area. If the area doesn’t contain objects that can be anchor points such as walls, ceilings or trees the web will collapse in on itself and the spell will end at the start of your next turn. Webs over a flat surface will have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds it is no longer restrained. The webs are flammable. Any 5 foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. The web will last for 4 rounds. For the Improved Arcane Shot the web lasts for up to 6 rounds, and for the Superior Arcane Shot the web lasts for up to 8 rounds.
Witchbolt. The creature struck by the arrow takes the normal damage and an additional 1d6 lightning damage. For the next minute on each of your turns you may use your action to deal 1d6 lightning damage to the same creature. If you use your action to do anything else the effect ends. For the Improved Arcane Shot you can do 2d6 lightning damage on a hit and each round and for the Superior Arcane Shot you can do 3d6 damage.
Darkness. (Minor) This arrow firstly deals its normal damage if it is targeted at a creature. It may be targeted at a point on a place or an object. The point where the arrow hits is enveloped in a 15 foot radius sphere of darkness. It lasts for 10 minutes (no concentration required). The darkness spreads around corners. A creature with darkvision cannot see through this darkness, and nonmagical light cannot illuminate it.
Fog Cloud. (Minor) This arrow firstly deals its normal damage if it is targeted at a creature. It may be targeted at a point on a place or an object. The point where the arrow hits is surrounded in a 20 foot radius sphere of fog. It lasts for up to 1 hour (no concentration required) and makes the area heavily obscured. The fog spreads around corners. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Grease. (Minor) This arrow can only be targeted at a point on the ground. Slick grease covers the ground in a 10 foot square centred on the point where the arrow hits and stays there for 1 minute turning it into difficult terrain. When the grease appears each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends it turn there must also succeed on a Dexterity saving throw or fall prone.
Light. (Minor) This arrow firstly deals its normal damage if it is targeted at a creature. It may be targeted at a point on a place or an object. The point where the arrow hits is enveloped in a sphere of bright light in a 20 foot radius and dim light for an additional 20 feet which lasts for 1 hour.
Silence. (Minor) This arrow firstly deals its normal damage if it is targeted at a creature. It may be targeted at a point on a place or an object. The point where the arrow hits is surrounded in a 20 foot radius sphere of silence. It lasts for 10 minutes (no concentration required). For the duration no sound can be created within or pass through the sphere. Any creature or object entirely inside the sphere is immune to thunder damage and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.