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 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 either the Prestidigitation or Druidcraft cantrip.
Arcane Shot:
Also at 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you may switch any of your known battle maneuvers with Arcane Shot options of your choice (see "Arcane Shot Options" below). You also learn one arcane shot of your choice without having to replace a known maneuver.
Once per turn when you fire an arrow from a bow type weapon as part of the Attack action, you can expend an arcane shot to 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 pb arcane shots per long rest, if you have no uses of arcane shot left you may choose to expend a martial die in its place.
Curving Arrow:
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.
Bouncing Trajectory:
At 10th level, you learn to further control the movement of your arrows. Whenever you do not use the Curving Arrow feature on an attack, you may do one of three things.
1) After hitting the initial target, you may roll an attack roll at disadvantage against another target within 15ft of the initial target.
2) At any point in the arrow's flight, you may turn it up to 90 degrees and select a target within that "Line".
3) If you target a surface, you may choose a new creature to target as if you were shooting from the point it hits on said surface and ricochets.
Each feature still factors Range rules based on how far the arrow travels total after the ricochet to determine if the attack roll is at disadvantage.
Unleashed Arcane Arrow:
at 15th level, you channel the full power of your arcane shot in one burst. When you expend a use of arcane shot, you may empower it, the shot gains the secondary effect in parenthesis beneath each option.
You regain the ability to do this after completing a short rest, or upon using the second wind ability.
Magical Barrage:
at 18th level you conjure a battery of arcane shots with the single pull of your bowstring, raining magical devastation on an area. As an action you shoot a point you can see within 30 ft and expend a Martial die, choosing an arcane shot in the process. All creatures of your choosing within the 15ft of the point are targeted by the effects of chosen arcane shot.
You regain the ability to use this action upon taking a long rest, or upon using the action surge ability.
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 equals 8 + your proficiency bonus + your Dexterity 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.
(Unleashed: The target does not get a save to avoid this ability)
Beguiling 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 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.
(Unleashed: You may cause the charmed creature must use its reaction to make an attack against one creature of your choosing)
Bursting Arrow. You imbue your arrow with force 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 force damage each.
(Unleashed: The AOE of this Arrow is increased to 20ft and deals 5d6 force damage)
Enfeebling Arrow. 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.
(Unleashed: If the Target Fails the save they are instead to weak to attack at all and cannot make attacks until the start of your next turn)
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 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.
(Unleashed: The target has disadvantage on the check to Remove the Brambles until the duration has ended)
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.
(Unleashed: Upon reaching the end of the line, you may create another line with the same effect, this is done up to 2 times causing three lines total)
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.
(Unleashed: You may choose any creature you have seen and know the name of for this feature. if said target is outside of your bows range the arrow instead hovers above your shoulder pointing in the direction of the creature. It does so for 10 mins or until the target becomes in range, at which point it flies off to attempt the normal effects of this shot)
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.
(Unleashed: you create a globe of darkness as per the darkness spell until the start of your next turn, you may choose creatures within the darkness to be able to see)

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