Arcane Archer Archetype
The Arcane Archer specializes in a distinctive method of archery that integrates magic into their attacks, enabling the production of supernatural effects. Arcane Archers are revered as elite warriors in various realms. They often guard the borders of their homelands, vigilantly scanning for intruders while employing enchanted arrows imbued with magic to overcome monsters and repel invaders.
3rd Level: Arcane Lore
You learn magical theory or some of the secrets of nature. You gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.
3rd Level: Arcane Shot
You have learned to imbue arrows and other ammunition with arcane magic, granting you the following benefits:
Arcane Shots Known. You learn two Arcane Shots of your choice (see "Arcane Shot Options" below). You learn two additional Arcane Shots of your choice when you reach 6th, 10th, and 14th 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.
Using an Arcane Shot. Whenever you make a ranged weapon attack, you can magically apply the effects of one Arcane Shot you know to your ammunition. You decide to use the Shot when the attack hits, unless the Shot doesn’t involve an attack roll.
You can use a number of Arcane Shots equal to your Proficiency Bonus. You regain all expended uses when you finish a Short Rest or a Long Rest.
Arcane Shot Save DC. If one of your Arcane Shots forces a creature to make an ability check or saving throw, it makes its roll against your Maneuver save DC.
6th Level: Enchanted Arrows
Whenever you deal damage with a ranged attack, it can deal your choice of Force damage or its normal damage type.
6th Level: Curving Shot
You learn how to direct an errant arrow toward a new target. When you make a ranged attack roll and miss, you can use a Bonus Action to reroll the attack roll against a different target within 60 feet of the original target.
10th Level: Ever-Ready Shot
Your magical archery is available whenever battle starts. You regain one expended use of Arcane Shot when you roll Initiative.
14th Level: Improved Arcane Shot
The power of your Arcane Shot increases. When you use an Arcane Shot, it deals additional Force damage equal to one roll of your maneuver die.
Arcane Shot Options
Listed below are the Arcane Shots available for an Arcane Archer to choose from when they learn an Arcane Shot.
Banishing Shot. The creature must succeed on a Charisma saving throw or be banished to a harmless demiplane. While banished, its Speed is 0 and it is has the Incapacitated condition. 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.
Beguiling Shot. The creature must succeed on a Wisdom saving throw or take Psychic damage equal to two rolls of your maneuver die and have the Charmed condition towards a creature of your choice that it can see until the start of your next turn. The condition ends early if you or your allies attack the charmed creature, damage it in any way, or force it to make a saving throw.
Bursting Shot. The creature and any other creature within 10 feet of it must succeed on Dexterity saving throw or take Force damage equal to two rolls of your maneuver die.
Enfeebling Shot. The creature must succeed on a Constitution saving throw or take Necrotic damage equal to two rolls of your maneuver die and have the damage dealt by its weapon attacks halved until the start of your next turn.
Grasping Shot. The creature must succeed on a Dexterity saving throw or take Poison damage equal to two rolls of your maneuver die and become wrapped in brambles for 1 minute. While wrapped in brambles, 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 maneuver die. A creature can use its action to make a Strength check, removing the brambles on a success.
Piercing Shot. In place of an attack, you can cause a piece of ammunition to fly from a ranged weapon you are holding in a straight line, which is 1 foot wide and 30 feet long, before disappearing. The ammunition passes harmlessly through objects, ignoring cover. Each creature in that line must succeed on a Dexterity saving throw or take damage as if it were hit by the ammunition, plus Piercing damage equal to two rolls of your maneuver die. On a successful save, a target takes half as much damage.
Seeking Shot. In place of an attack, you can 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. The ammunition flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. There must be a path that the ammunition can follow to hit it. The creature must succeed on a Dexterity saving throw or take damage as if it were hit by the ammunition, plus Force damage equal to two rolls of your maneuver die, and you instantly learn its current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
Shadow Shot. The creature must succeed on an Intelligence saving throw or take Psychic damage equal to two rolls of your maneuver die and be surrounded by visual hallucinations, gaining the Blinded condition until the start of your next turn.