Fighter: Arcane Archer (Revised)

by SkullDM

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Fighter: Arcane Archer (revised)

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 archery.

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn 1 cantrips of your choice from the Wizard's or druid spell list. Intelligence is your spell casting modifier for this 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 (see "Arcane Shot Options" at the end of the document). You may replace an arcane shot option you know with anotherone when you lvl up.

Once per turn when you make a ranged attack with a bow or a crossbow 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, unless the option doesn’t involve an attack roll. You have two uses of this ability, you gain an additional use at lvl 7 and later at lvl 15. You regain all expended uses of it when you finish a short or long rest.

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-lvl and later at 18th-level fighter.

Arcane Weapon

At 7th level, you gain the ability forge your own magical weapon from magic. As a bonus action, you can create and wield a shortbow, longbow, hand crossbow, light crossbow or a heavy crossbow. This weapon creates its own ammunition which overcome resistance and immunity to non magical attacks. These ammunitions fade away after a few seconds when the hit a creature or miss their target. (If you find a magical weapon of the types of weapon you can make with this feature, you may perform a 1 hour ritual and turn it into the arcane weapon you summon)

Guided Arrows

At 7th 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 a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Arcane Adapt

At 10th lvl, your study and practice of the arcane in the mids of battle has allowed your mind to gain a sense for magic. You learn the Detect Magic spell and can cast it at will without consuming any spell slot.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Magic-Piercing Arrows

At 18th lvl, your shots are imbued with great energy that can pierce magical barriers of force. (Such as wall of force, Forcecage, and etc). Additionally, your arrows can deal Force damage instead of their normal damage.

Arcane Shots Options

The Arcane Shot feature lets you choose options for it at certain levels. 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, 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 10th lvl in this class, a target also takes 1d6 force damage when the arrow hits it. And 2d6 at 18th lvl.

Guarding Shot

You use Abjuration magic to form a protective field around yourself against the target our your shot. Until the start of your next turn, If the creature targets you with an attack or a harmful spell it must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

After you reach 10th lvl in this class, you also gain 1d6 temporary hitpoints and 2d6 at 18th lvl when you use this option.

Bequiling 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 must succeed on a wisdom saving throw or be charmed by you until the start of your next turn. While charmed in this way, it considers you and your allies friendly and will attack any creature who harms you or your allies. This effect ends early if the target takes damage or is forced to make a saving throw.

The psychic damage increases to 3d6 when you reach 10th lvl and 4d6 at 18th level in this class.

Compelling Shot

Your enchantment magic causes this arrow to draw the attention of your foe to yourself only. The creatures hit by the arrow takes an extra 2d6 psychic damage and must succeed on a wisdom saving throw or become compelled to attack only you and have disadvantage on attacking other creatures other than you until the start of your next turn.

The psychic damage increases to 3d6 at 10th lvl and 4d6 at 18th lvl in this class.

Flaming Shot

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

The fire damage increases to 3d6 and the area of effect increases to 15 feet when you reach 10th lvl and 4d6 and 20 feet at 18th level in this class.

Chaining Shot

You imbue your arrow with lightning energy drawn from the school of evocation. The arrow deals 2d6 lightning damage to the target and then arcs on to another creature within 30 feet of the original dealing 2d6 lightning damage to it as well.

The Lightning damage increases to 3d6 and the number of jumps increases to 2 at 10th lvl and 4d6 and 3 at 18th level in this class.

Draining Arrow

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. Life force saps out of the creature towards you and heals you for 1d6.

The necrotic damage increases to 3d6 and the healing to 2d6 when you reach 10th lvl and increases to 4d6 and 3d6 at 18th lvl in this class.

Enfeebling Shot

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 its movement speed is halved and it have disadvantage on all attack rolls until the start of your next turn.

The necrotic damage increases to 3d6 at 10th lvl and to 4d6 when you reach 18th lvl in this class.

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 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 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 2d6 at 10th lvl and to 3d6 when you reach 18th lvl in this class.

Teleporting Shot

Using Conjuration magic, you can switch places with an arrow you shoot. When you use this feature, don't make an attack roll. Choose a point within 30 feet of you and teleport to that position.

The range of this feature increases to 60 feet at 10th lvl and to 90 feet at 18th lvl in this class.

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 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.

The piercing damage increases to 2d6 and the range increases to 60 feet at 10th lvl and increases to 3d6 and 90 feet when you reach 18th level in this class.

Freezing Shot

You use transmutation magic to trap your target in its position. The creature hit by the arrow takes 2d6 cold damage and must succeed on a Constitution saving throw or be partially frozen which gives them the restrained condition until the start of your next turn.

The damage of this feature increases to 3d6 at 10th lvl and to 4d6 at 18th lvl in the class.

Seeking Arrow

Using divination 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.

The force damage increases to 2d6 at 10th lvl and to 3d6 when you reach 18th level in this class

Guiding Arrow

Using divine magic, you infuse shot to help guide your allies' strikes. The arrow deal an additional 2d6 radiant damage on hit and make the target glow in a dim light. The next attack roll made by a creature other than you has advantage on the creature.

The radiant damage increases to 3d6 at 10th lvl and to 4d6 when you reach 18th lvl in this class.

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.

The psychic damage increases to 3d6 at 10th lvl and to 4d6 when you reach 18th lvl in this class.

Frightening 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 frightened of you for 1 minute. The creature can make the saving throw again at the end of each turn. Ending the effect on a success.

The psychic damage increases to 3d6 at 10th lvl and to 4d6 when you reach 18th lvl in this class.

 

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