Arcane Archer | Background | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Arcane Archer

The DCs for abilities in this tree are based on your spellcasting DC

Read the Wind Elvish Arcanum
4th With the wind at your back
  • Passive
  • Whenever you take the attack action on your turn, you may cast the Gust cantrip as a free action. If you do so, ranged attacks made against you have their range halved until the start of your next turn and your first attack this turn is made with advantage.
A Range of Blades
  • Passive
  • Green-Flame Blade and Booming Blade cantrips can be applied to ranged weapon attacks. You may choose one of these cantrips to add to your cantrip list.
8th Splitting Trunk, Grasping Roots
  • Replaces one attack on your turn.
  • Make a ranged attack with advantage against two targets within 15 ft of each other. This attack deals an extra 1d10 damage and their speed is set to zero until the end of their next turn.
  • Recharge: Long Rest
Otto's Whistler
  • Reaction: An enemy within sight moves more than 5 feet.
  • On a hit, the attack does normal damage and the target immediately stops moving and begins dancing for 1 minute, as if affected by an Otto's Irresistible Dance spell. At the end of each of their turns they may make a Wisdom saving throw to end this effect.
  • Recharge: Short Rest
12th Ocular Patdown
  • Passive
  • After observing a creature for 1 minute, you may ascertain one of these sets of details about them:
  • Immunities, Resistances and Vulnerabilities.
  • Defenses: (AC, HP, Best Saves, Worst Saves)
  • Offense: Attacks, Spellcasting, Special Abilities
  • WILDCARD: the weird shit the monster does
Elvish Knowledge Business
  • Passive
  • You can choose one Intelligence skill to become proficient with. In any settlement, you have a natural sense of who to go to for information for research. As an action, you can temporarily juice your fuckin brain and cast Legend Lore once per long rest.
16th The bigger they are...
  • Speed: 1 action
  • Ranged Weapon Attack
  • Make a single ranged attack against an enemy that deals an extra 3d10 damage. For each condition met, add an extra 3d10. This attack deals half damage on a miss:
  • If the creature is two or more size categories larger than you.
  • If some or all of your damage is of a type they are vulnerable to.
  • If they've missed an attack against you or you've succeeded on a saving throw against them in the last minute.
  • If you've landed a critical hit on them in the last minute.
  • Recharge: Long Rest
Schools of Archery
  • Passive
  • When you use an arcane shot, you can also cast a spell of the corresponding school of magic as a free action. They require concentration if that's what the spell does. spells listed below:
  • Banishing Arrow: Protection from Evil and Good
  • Beguiling Arrow: Heroism
  • Bursting Arrow: Aura of Vitality
  • Enfeebling Arrow: False Life (3rd level)
  • Grasping Arrow: Thunder Step
  • Piercing Arrow: Blink
  • Seeking Arrow: Arcane Eye
  • Shadow Arrow: Mirror Image
19th Sentinel's Lockdown
  • Speed: 1 bonus action
  • Concentration required
  • Duration: 30 seconds
  • You take up position over the battlefield, watching every motion with your eagle eyes. Any time a creature moves within the short range of your weapon, you may make an attack against them as a free action. If this attack hits, their speed is reduced to zero for the rest of their turn. You can only attack each creature once per round in this way.
  • Recharge: Long Rest
Nylea's Blessing
  • Passive
  • Your bow attacks critically hit on a roll of 19-20.
  • You gain +2 to hit and damage with bows
  • Your bow is empowered with the seasons:
  • Spring: As an attack, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours.
  • Summer. As an attack, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A tiger is summoned in that space . The tiger understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away.
  • Autumn. As an attack, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
  • Winter. As an attack, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there.

 


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