Sylvan Archer

Originally hailing from the elder forests of the world, Fighters who train to become Sylvan Archers learn to enchant arrows with ancient elven magics. Traditionally, these warriors serve as guardians of places of great natural power, but they have been known to train worthy outsiders in these ancient magic.  

Enchanted Arrows

3rd-level Fighter (Sylvan Archer) Feature

You have learned to enchant arrows and other ammunition with elder Sylvan magic. You gain the benefits listed below:   Shots Known. You learn two Enchanted Shots of your choice from the list at the end of this Archetype description.   You learn one additional Enchanted Shot of your choice when you reach 7th, 10th, 15th, and 18th level in this class.   When you gain a level in this class you can replace one of the Shots you know with another Shot of your choice.   Enchanting a Shot. Whenever you hit a creature with a ranged weapon attack using a shortbow, longbow, or greatbow, you can magically apply the effects of one Enchanted Shot you know as part of that attack.   You can use a number of Enchanted Shots equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. If you have no uses left, you can expend an Exploit Die to use one of your Shots again.   Saving Throws. If one of your Enchanted Shots forces a creature to make a saving throw or an ability check, it makes its roll against your Exploit save DC.
Enchanted Shots
Listed below are the Enchanted Shots available for a Sylvan Archer to choose from when they learn an Enchanted Shot.   If an Enchanted Shot has a prerequisite Fighter level, you can learn it as soon as you meet the prerequisite.  

Beguiling Shot

The creature must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Exploit Die and be Charmed by a creature of your choice that it can see until the start of your next turn. This charm effect ends early if you or your allies attack the charmed creature, damage it in any way, or force it to make a saving throw.   Starting at 7th level, the creature also takes half as much psychic damage on a successful saving throw.  

Bursting Shot

The creature and any other creature within 10 feet of it must succeed on Dexterity saving throw or they take your choice of acid, cold, fire, lightning, poison, or thunder damage equal to two rolls of your Exploit Die.   Starting at 7th level, the creatures also take half as much damage of the type you chose on a successful saving throw.  

Enfeebling Shot

The creature must succeed on a Constitution saving throw or take negative energy damage equal to two rolls of your Exploit Die, and for 1 minute, the damage of its weapon attacks is halved. The creature can repeat this saving throw at the start of each of its turns, ending this effect on a success.   Starting at 7th level, the creature also takes half as much negative energy damage on a successful saving throw.  

Grasping Shot

The creature must succeed on a Dexterity saving throw or take poison damage equal to two rolls of your Exploit Die and become wrapped in thorns for 1 minute. While wrapped in thorns, its speed is halved, and the first time it moves on its turn without teleporting it takes piercing damage equal to two rolls of your Exploit Die. A creature can use its action to make a Strength check, removing the thorns on a success.   Starting at 7th level, the creature also takes half as much poison damage when it succeeds on the initial saving throw.  

Piercing Shot

The creature, and any creature directly behind it in a straight line out to 30 feet must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Exploit Die.   Starting at 7th level, the creatures also take half as much force damage on a successful saving throw.  

Seeking Shot

In place of an attack, you can use this Enchanted Shot to cause a piece of ammunition to fly from a ranged weapon you are holding and magically seek out a creature within range of that weapon that you have seen within the past minute. There must be a path that the ammunition can follow to hit it. The creature must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Exploit Die and you instantly learn its current location.   Starting at 7th level, it also half as much force damage on a successful saving throw, but you do not learn its location.  

Shadow Shot

The creature must succeed on an Intelligence saving throw or take psychic damage equal to two rolls of your Exploit Die and be surrounded by visual hallucinations, becoming Blinded it for 1 minute (save ends).   Starting at 7th level, the creature also takes half as much damage psychic damage on a successful saving throw.  

Banishing Shot

Prerequisite: 10th-level Fighter
The creature must succeed on a Charisma saving throw or be banished to a harmless demiplane for 1 minute. On each of its turns while it is banished, the creature can use its action to repeat the saving throw, ending the effect on a success. When it ends, it reappears in the space that it was banished from, or if that space is occupied, the closest unoccupied space.  

Severing Shot

Prerequisite: 10th-level Fighter
The creature must succeed on a Constitution saving throw or take force damage equal to two rolls of your Exploit Die and be unable to cast spells for 1 minute. The creature can repeat this saving throw at the start of each turn, ending the effect on a success.  

Technical Shot

Prerequisite: 10th-level Fighter
The creature must succeed on a Dexterity saving throw or suffer the effects of one Martial Exploit you know. You can use this Enchanted Shot to deliver the effects of Exploits that normally require a you to hit with a melee weapon attack.  

Transposing Shot

Prerequisite: 10th-level Fighter
The creature must succeed on a Charisma saving throw or take force damage equal to two rolls of your Exploit Die and instantly switch places with you. Neither you nor the target provoke opportunity attacks with this movement. Creatures take half as much force damage on a successful saving throw.
 

Sylvan Archer Exploits

3rd-level Fighter (Sylvan Archer) Feature

You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter LevelExploit
3rdprecision strike, rustic intuition
5thmartial focus, volley
9ththunderous shot

Sylvan Lore

3rd-level Fighter (Sylvan Archer) Feature

You are learned in the Sylvan arts. You learn to speak, read, and write Sylvan, the language of the Fey. You also gain proficiency in Nature. You can make Wisdom (Nature) check in place of the normal Intelligence (Nature) checks.   Finally, you learn the druidcraft cantrip, and Wisdom is your spellcasting modifier for it. When you cast druidcraft you can use a piece of ammunition as a spellcasting focus.  

Sylvan Shot

7th-level Fighter (Sylvan Archer) Feature

You weave small amounts of magic into every shot you take. Your ranged weapon attacks count as magical for the sake of overcoming resistance and immunity to nonmagical attacks.   Moreover, once per turn when you make a ranged weapon attack and miss, you can use your reaction to curve that shot and repeat the attack with the same ammunition against another target of your choice within range of that weapon.  

Enchanted Quiver

15th-level Fighter (Sylvan Archer) Feature

You can conjure ammunition for your favored weapons from thin air. Whenever you make a ranged weapon attack you can conjure a piece of magical ammunition as part of the attack. After the attack, hit or miss, this ammunition vanishes.   Also, when you roll initiative, you regain one expended use of your Enchanted Shots.  

Legendary Sylvan Archer

18th-level Fighter (Sylvan Archer) Feature

The power of your enchantments rivals that of the eldest elves. When you use an Enchanted Shot it deals additional force damage equal to one roll of your Exploit Die.   Also, you can overload one of your Enchanted Shots with overwhelming magic. When you use an Enchanted Shot you can empower it, causing creatures of your choice within 20 feet to suffer the effects of the Shot along with the target.   Once you empower an Enchanted Shot in this way you must finish a long rest before you can do so again.

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