An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the 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 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 the druidcraft 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” below).
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 decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and 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 when you become an 18th-level fighter.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with 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.
Curving Shot
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.
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.
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 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, the target’s 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 the arrow hits it.
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.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The energy 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.
The force damage increases to 4d6 when you reach 18th level in this class.
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.
The necrotic damage increases to 4d6 when you reach 18th level 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 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 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 shoots 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 when you reach 18th level in this class.
Seeking Arrow
Using divination magic, you grant your arrow the ability to seek out a target. 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. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target 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 when you reach 18th level 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 4d6 when you reach 18th level in this class.
Baffling Arrow. You loose your arrow with a touch of
psionic static buzzing within. A creature hit by the arrow
takes an extra 2d6 psychic damage, and subtracts the
number rolled on the lowest d6 from all attack rolls, ability
checks, and Constitution saving throws made to maintain
concentration for 1 minute. The target can make an
Intelligence saving throw at the end of each of its turns
against your Arcane Shot save DC, ending the effect on itself
on a success.
The psychic damage increases to 4d6 when you reach 18th
level in this class.
Draining Arrow. You abjure your arrow with antimagic
before loosing it. A creature hit by the arrow takes an extra
2d6 piercing damage, and must make a Constitution saving
throw. On a failed save, the target loses a number of ki points
or spell slots (which must be of 5th-level or lower) with a
combined level equal to the number rolled on the lowest d6.
The piercing damage increases to 4d6 when you reach
18th level in this class.
Grounding Arrow. You weight your arrow with the arresting
heft of graviturgical magic. For 1 minute starting immediately
after it hits or misses its target, your arrow weighs 100
pounds. A creature hit by the arrow takes an extra 2d6 force
damage, and it must succeed on a Strength saving throw or
be knocked prone and have its flying speed (if any) reduced to
0 feet for 1 minute.
The force damage increases to 4d6 when you reach 18th
level in this class.
Ki-Activating Arrow. You carefully target pressure points in
a creature's body to encourage the movement of its latent ki.
The damage dealt by this attack is reduced to 1. The target
regains 2d6 hit points, and can use its reaction immediately
after being hit by this arrow to move up to its speed or to take
the Dodge action.
The hit points restored to the target increase to 4d6 when
you reach 18th level in this class.
Ricocheting Arrow. You charge your arrow with rebounding
wild magic. The creature hit by the arrow takes an extra 2d6
force damage. If you roll the same number on both d6s, the
arrow ricochets from the target to a different creature of your
choice within 30 feet of it. Make a new attack roll against the
new target, and make a new damage roll, which could cause
the arrow to ricochet again.
A creature can be targeted only once by each use of this
arcane shot.
The force damage increases to 4d6 when you reach 18th
level in this class. If you roll the same number on any two of
the four d6s, the arrow ricochets.
Runic Arrow. You arc your arrow upward, activating runes
that increase it to gigantic size mid-flight. When you use this
option, you don’t make an attack roll for the attack. Instead,
choose a point on the ground within range of your weapon.
Creatures in a 5-foot-radius, 60-foot-high cylinder centered on
that point must make Dexterity saving throw. On a failed
save, a creature takes damage as if it were hit by the arrow,
plus an extra 2d6 bludgeoning damage. On a successful save,
a target takes half as much damage.
The arrow shatters on impact and returns to its usual size.
The bludgeoning damage increases to 4d6 when you reach
18th level in this class.
Time's Arrow. Using the esoteric magic of chronoturgy, you
let fly your arrow imbued with inevitable entropy. The
creature hit by the arrow takes an extra 2d6 necrotic damage,
and it cannot regain any hit points or take any actions, bonus
actions, or reactions that would cause another creature to
regain hit points until the end of your next turn.
The necrotic damage increases to 4d6 when you reach
18th level in this class.
Vexing Arrow. You swear a biting curse upon your arrow
before loosing it to hound a foe. The creature hit by the arrow
takes an extra 2d6 necrotic damage. Also, choose one ability
when you make your attack roll. The target takes 2d6 poison
damage the first time on each turn it makes an attack roll or
an ability check made using the chosen ability, or the first
time each round it makes a saving throw using the chosen
ability. The target can use its action to make a saving throw
using the chosen ability against your Arcane Shot save DC,
ending the effect on itself on a success. A remove curse spell
cast on the target also ends this effect. Otherwise, this curse
lasts for 1 minute or until you use this option again.
The necrotic damage and poison damage both increase to
4d6 when you reach 18th level in this class.
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