The Arcane Archer is a specialist who blends archery with magic, learning to channel spells through their arrows as they are fired. This technique has roots in both the traditions of Hyrulean military fletchers and the skilled bowmasters of the Gerudo. Arcane Archers train in basic spellcasting alongside their martial skills, allowing them to infuse arrows with magical effects in combat. As they advance, they gain the ability to create arrows made entirely of arcane energy and control their flight in ways that defy physics.
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of this unique martial tradition. You gain proficiency in both the Arcana and Nature skill, and you learn one Wizard cantrip of your choice. Intelligence is your spellcasting modifier for this 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, longbow, or greatbow 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, unless the option doesn’t involve an attack roll. You have four uses of Arcane Shot. You regain one use of this feature after a short rest and regain all uses after a long rest.
At the following levels, you learn one new Arcane Shot option and gain two additional uses of the feature at 7th, 10th, 15th, and 18th level. You can replace one of these Arcane Shots with a different one each time you level up in this class.
Fighter Level | Arcane Shot Uses | Known Options |
3 |
4 |
2 |
7 |
6 |
3 |
10 |
8 |
4 |
15 |
10 |
5 |
18 |
12 |
6 |
Magic Arrow
At 7th level, you gain the ability to conjure arrows with magic. When you draw the string from your bow, you can conjure an arrow of pure magic. On a hit, these magical arrows deal Force damage instead of Piercing damage. The magic arrow disappears immediately after it hits or misses its target.
Additionally, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow or Arcane Shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Keen Senses
At 7th level, you also can add your Intelligence modifier to Perception checks and Wisdom saving throws.
Warding Arrow
At 10th level, when an ally you can see is hit with a melee attack, you can use your reaction to make a ranged attack roll at the attacker. On a hit, the attacker takes Force damage equal to your Intelligence modifier and you cause their attack to miss. If your attack misses, you do not expend a use of this feature. You can use this feature a number of times equal to your Intelligence modifier and regain all uses after a long rest.
Ever-Ready Shot
Starting at 15th level, your magical archery can reliably be called upon in the heat of battle. On your first turn in initiative, you can use an Arcane Shot without expending a use of the feature.
Mastered Arcane Shot
At 18th level, your Arcane Shot have improved. The damage of your Arcane Shots improves (see Arcane Shot options below). Additionally, when you use an Arcane Shot, you can choose two targets instead of one. You make a separate attack roll for each target, but only one of these targets takes weapon damage, which you choose after making both attack rolls, but before you know the result.
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.
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 + your Intelligence modifier when you reach 18th level in this class.
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.
The force damage increases to 4d6 + your Intelligence modifier when you reach 18th level in this class.
Dispelling Arrow. You use abjuration magic to disrupt other spells. When a creature is hit by the arrow, you make an Intelligence check to suppress a magical effect on the creature. You choose the effect and make an Intelligence ability check, with a DC equal to 10 + the spell's level. If the magical effect does not have a spell level, the DC is instead the creature's highest mental ability score. On a success, that effect is suppressed until the start of your next turn.
After you reach 18th level in this class, a target also takes 2d6 + your Intelligence modifier force damage when the arrow hits it.
Elemental Arrow. You use transmutation magic to give your arrow an elemental 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 elemental damage as if it were hit by the arrow, plus an extra 1d6 damage. On a successful save, a target takes half as much damage. The elemental damage is your choice of Fire, Ice (Cold), Lightning, Water (Acid), or Wind (Thunder) damage.
The damage increases to 2d6 + your Intelligence modifier 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 + your Intelligence modifier 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 halved, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. These brambles disappear at the start of your next turn.
The poison damage and slashing damage both increase to 4d6 + your Intelligence modifier when you reach 18th level in this class.
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. Additional attacks you make on this target during this turn cannot have disadvantage. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 + your Intelligence modifier 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 + your Intelligence modifier when you reach 18th level in this class.
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