Arcstrider of Midborg

“Where others bend the bow, the Arcstrider bends fate. Wielding weapons born from cursed innovation, these rangers twist the rules of battle with relic-bows designed by those who could never cast the spells they carved into them.”

In the artifact-littered ruins of Midborg, Arcstriders are elite warriors who wield Stille Elf relic-bows, arcane weapons forged by those who were magically cursed and yet defied that fate through enchanted craftsmanship. These rangers don’t cast spells in the traditional sense; instead, they draw power from their bow, which shapes magic into kinetic disruption and trickshots.

(3rd Level)

Relic Bow: Arcshot Prototype

You are entrusted with a Stille Elf arcbow, an ancient weapon crafted to replicate spellwork through motion and force. This weapon becomes the focus of your subclass powers and counts as your spellcasting focus.

Arcshot Bow Properties:

  • Ignores the loading property.
  • You may draw or stow it as part of movement.
  • When you attack with it, you may ignore half cover once per turn.
  • When you use Precision Mark, you may teleport 10 feet as part of that bonus action (must land on stable, visible ground).

If your Arcshot Bow is destroyed or lost, you may spend a long rest crafting a new one using salvaged parts and ritual etching, provided you have 100 gp of rare or arcane materials.

Precision Mark: Gravitic Anchor

Your Arcshot Bow fires shimmering bolts that weigh down your quarry.

While a creature is marked by your Precision Mark:

  • If it moves more than 10 feet on its turn, its first attack before the end of that turn is made at disadvantage.
  • Once per round when you hit the marked target, it must succeed a Strength saving throw (DC = 8 + Proficiency + Dex mod) or have its movement speed reduced by 10 feet until the start of your next turn.

(6th Level)

Trickshot Protocols

Your Arcshot Bow accepts modular glyph-cores and triggers special arcane effects. Choose two Trickshots from the list below. You gain an additional Trickshot at 10th and 14th level.

Each Trickshot can be used a number of times equal to your proficiency bonus per long rest. You may only apply one Trickshot to each attack.

Trickshot Save DC = 8 + Proficiency Bonus + Dexterity Modifier

Trickshot Options

  • Ricochet Strike: When you miss with a ranged attack, you may reroll the attack against a second creature within 15 feet of the original target.
  • Pinning Bolt: On a hit, the creature must succeed a Strength save or its speed becomes 0 until the end of its next turn.
  • Flashbind Glyph: On hit, creatures within 5 ft. of the target must succeed a Constitution save or be blinded until your next turn.
  • Phase Shot: Your bolt passes through barriers up to 1 foot thick. If you've seen the target in the last round, you ignore total cover.
  • Gravity Arc: After hitting with a ranged attack, you may teleport within 5 feet of the target. Does not provoke opportunity attacks.
  • Warp Chain: After a hit, make an attack roll against a second creature within 10 feet. On a hit, it takes half damage.

(10th Level) 

Warp Step

The arcane field within your Arcshot Bow lets you ripple through space as you move and shoot.

  • Once per turn, when you make a ranged weapon attack, you may teleport 5 feet after the attack.
  • If you score a critical hit, you may use a Trickshot without expending a use.

(14th Level)

Arcfield Dominance

The Arcshot Bow is fully attuned to you, and your movements are amplified into spatial control.

  • Trickshots no longer cost uses when targeting a creature marked by Precision Mark.
  • You may mark two creatures at once with Precision Mark.

When you hit a marked target with a ranged weapon, you may move the target 5 feet in any direction (no save).


Comments

Please Login in order to comment!