Arcane Shots
The following list describes arcane shots which can be learned by characters that have the Arcane Shot feature or the Arcane Shooter feat. You cannot learn an arcane shot that you already know.
Arcane shots are magical abilities similar to spells, but instead of being cast they imbue an arrow with special abilities or effects. Like spells, the kinds of arcane shots you know is a separate consideration from how many arcane shots slots you can use in a given time period. To use an arcane shot you choose one that you know and expend an arcane shot slot. You cannot make an arcane shot if you currently have no arcane shot slots remaining.
Most arcane shot options are used when you make an attack roll using an arrow, longbow, or shortbow. For such arcane shot options first determine if your attack hit or missed the target, at which point you must declare the arcane shot you are using, and then resolve the outcome. Some options of this kind are used after missing an attack roll, with the potential to turn a miss into a hit or cause some other effect to occur. But most are used after a successful attack, causing more damage, inflicting a condition, adding an area of effect, or otherwise making the attack more powerful in some way.
However, some arcane shot options such as Fog or Webbing, are used as a bonus action and function by making one of your arrows a focal point for a magical effect. If you know an arcane shot option of this kind, you use it by first announcing your intent, and then taking your bonus action to either launch an arrow from a longbow or shortbow or to simply drop or throw an arrow, as the situation demands. The described effect for the chosen arcane option then occurs, centered on whatever point the arrow lands at.
Arcane Shot Saving Throws
Many of the arcane shot options allow one or more saving throws. The DC for all such saving throws is 8 + your proficiency bonus + your Intelligence modifier.
Arcane Shot Frequency
You can use your arcane shot feature multiple times per turn, but no more than once per attack. For instance, if you were making two attacks using the Extra Attack feature you could make an arcane shot with either or both of those attacks if you had sufficient arcane shot slots remaining, but you could not combine the effects of two arcane shots on one attack.
Arcane Shot Versatility
You can swap one arcane shot option you already know for one that you do not know each time you gain an Ability Score Improvement.
Arcane Shot Option | Action Type | Hit, Miss, Point | Effect |
---|---|---|---|
Acidic | attack | hit | Resolve damage against the target normally. Then, if the target took 1 or more points of acid damage from the attack, it must make a Constitution saving throw. If a creature fails their save, they will suffer 2d4 acid damage at the start of each of their turns. An affected creature makes additional Constitution saving throws at the end of each of their turns until they succeed or 1 minute has passed, either of which circumstances ends the effect. |
Anathema | attack | hit | Resolve damage against the target normally. Then, all creatures within a 15-foot radius of the arrow must make a Wisdom saving throw. If the target is a creature and they fail their Wisdom save, they gain the paralyzed condition until the end of their next turn. All other creatures that fail their saving throw become frightened until the end of their next turn. While frightened by this ability, a creature will move as far away from the arrow as they safely can using their most effective form of movement, but will not flee into hazards that are obvious to them (such as into lava, or over a cliff). |
Banishing | attack | hit | Resolve damage against the target normally. Then, if the target is a creature who is native to a different plane of existence than the one you’re on, they must make a Charisma saving throw or be banished. A banished creature returns to its home plane and does not return if you have reached 10th character level or higher. Otherwise, after 1 minute the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. |
Blinding | attack | hit | Resolve damage against the target normally. Then, if the target took 1 or more points of radiant damage from the attack, they must make a Constitution saving throw or suffer the blinded condition until the end of their next turn. This does not prevent creatures from using other special senses such as tremorsense or blindsight. |
Bowler | attack | hit | Resolve damage against the target normally, except the attack deals an additional 1d8 bludgeoning damage. Then, if the target is Large or smaller it must make a Strength saving throw or be pushed back up to 5 feet, and be knocked prone. |
Chain | attack | hit | Resolve damage against the target normally. Then, if the target took 1 or more points of lightning damage from the attack, you may select a different target that you can see within 15 feet of the target and make an attack roll to also hit the new target with this attack. You may repeat this process a number of times up to your Intelligence modifier (minimum 1), but you cannot choose the same target multiple times. |
Cluster | attack | miss | The arrow flies 5 feet straight up from the original target and then fragments outwards into a cruel cloud of sharp splinters. All creatures in a 10-foot radius sphere must make a Dexterity saving throw. A creature takes 2d4 + your Intelligence modifier piercing damage on a failed save, or half as much damage on a successful one. The arrow is consumed in the process. |
Critting | attack | hit | If this attack did not score a critical hit, prior to rolling for damage you may use this arcane shot option to cause the attack to be resolved as if it is a critical hit. |
Curving | attack | miss | If you missed your target due to the AC bonus gained from a shield, or half cover, or three-quarters cover, you instead hit the target as your arrow curves around such irritants. Resolve damage against the target normally. |
Deafening | attack | hit | Resolve damage against the target normally. Then, if the target took 1 or more points of thunder damage from the attack, they must make a Constitution saving throw or suffer the deafened condition. The creature makes additional Constitution saving throws at the end of each of their turns until they succeed or 1 minute has passed, either of which circumstances removes the condition. |
Exploding | attack | hit | Resolve damage against the target normally. Then, if the target took 1 or more points of fire damage from the attack, a 15-foot radius explosion centered on the original target deals fire damage equal to 2d8 + your Intelligence modifier to all unattended objects and to all other creatures in the area of effect who fail a Dexterity saving throw. |
Flare | bonus action | point | As a bonus action, you launch or throw your arrow in a high arc causing it to hang in midair for 1d4 minutes 10 to 30 feet (your choice) above a target point on the ground. The arrow sheds intensely bright light of a color of your choice in an area twice as big as it is high. For instance, if the arrow hangs 15 feet in the air, it sheds 30 feet of bright light in all directions. Undead and oozes in the area are at disadvantage on attack rolls and ability checks. The arrow can be moved by a Strength (Athletics) check against your arcane shot DC. The arrow is consumed when the effect ends. |
Fog | bonus action | point | As a bonus action, you launch or throw your arrow into the ground anywhere within range that you can see. The arrow sheds thick fog which creates a heavily obscured area in a 20-foot radius which spreads around corners, and lasts for 1 minute per level or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. |
Icy | attack | hit | Resolve damage against the target normally. Then, if a target creature took 1 or more points of cold damage from the attack, they must make a Constitution saving throw. On a failed save, a creature loses their reaction, cannot take a bonus action, and cannot take the Multiattack action or use the Extra Attack feature (if they have such an option). The creature makes additional Constitution saving throws at the end of each of their turns until they succeed or 1 minute has passed, either of which circumstances ends this effect. |
Pending | bonus action | point | As a bonus action, you cause one of your arrows to slowly circle and wheel in midair 1 to 3 feet above your head for up to 1 hour or until you become incapacitated. If you move, the arrow moves with you automatically. While the arrow circles your head, when a creature that you can see starts or ends moving within 30 feet of you, as a reaction you can consume the arrow and end this effect to target that creature with a ranged spell attack using your Intelligence modifier. If you hit, the target takes force damage equal to 2d4 + your Intelligence modifier. If you become incapacitated or the duration ends before you make such an attack, the arrow falls to the ground unused and can be recovered. |
Poisonous | attack | hit | Resolve damage against the target normally. Then, if the target took 1 or more points of poison damage from the attack, they must make a Constitution saving throw. If a creature fails their save, they gain the poisoned condition, and will suffer 1d4 poison damage at the start of each of their turns. The creature makes additional Constitution saving throws at the end of each of their turns until they succeed or 1 minute has passed, either of which circumstances removes the condition and ends this effect. |
Puncturing | attack | hit | Resolve damage against the target normally. Then, if the target took 1 or more points of piercing damage from the attack, it must make a Constitution saving throw. If a creature fails their save, they suffer a wound and will lose 1d4 hit points at the start of each of their turns until the wound is closed. An affected creature makes additional Constitution saving throws at the end of each of their turns, and a successful save closes the wound. Any creature can take an action to close the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. A creature can suffer multiple wounds at a time. This has no affect on undead or construct creatures. |
Recovered | attack | miss | The arrow returns to you. If it is a magical arrow, it retains its magic as if unused. |
Seige | attack | hit | Resolve damage against the target normally, except if the target is an object or structure this attack deals additional damage equal to double your level. |
Restraining | attack | hit | Resolve damage against the target normally. Then, if the target took 1 or more points of force damage from the attack, they must make a Strength saving throw or be enveloped in mystical restraints and gain the restrained condition; a flying creature that cannot hover begins falling immediately. The target or any creature that can reach it can use its action to remove the restraints with a successful Strength (Athletics) check against your arcane shot save DC. |
Staggering | attack | hit | Resolve the attack normally, but if the target is a beast, dragon, fey, giant, humanoid, or monstrosity the attack deals maximum damage (no damage roll necessary). Then, if the target loses 10 or more hit points from this attack, they must make a Constitution saving throw or suffer the stunned condition until the end of their next turn. |
Sticky | bonus action | point | As a bonus action, you launch or throw your arrow into the ground anywhere within range that you can see. The arrow is consumed on impact, causing conjured sticky goo to spew from the point of impact, affecting an area within a 30-foot radius for 1 minute per level. You are immune to the effects of this sticky goo. The affected area is difficult terrain. Prone creatures in the affected area must use an additional 10 feet of movement to stand up. Non-flying creatures in the affected area have their high and long jumps reduced by 5 feet (minimum 0 feet). |
Stunning | attack | hit | Resolve damage against the target normally. Then, if the target took 1 or more points of necrotic damage from the attack, they must make a Constitution saving throw or suffer the stunned condition until the end of their next turn. This has no affect on undead or construct creatures. |
Teleportation | bonus action | point | As a bonus action, you launch or throw your arrow into an unattended object or the ground within range, and then teleport to a safe unoccupied space within 5 feet of the arrow. If there is no such safe unoccupied space, the teleport fails and the arcane shot usage is not expended. |
Timeshifter | attack | hit | The arrow disappears immediately before it can make impact with the target. Do not resolve damage against the target at this time and instead roll a d10. After a number of minutes equal to the number rolled have passed, the arrow reappears at the target's current location and immediately hits them; resolve damage when that occurs. At any point between now and then, you may cancel the resolution of this effect as a bonus action. If you do cancel the effect, the arrow rematerializes in midair a mere hair's breadth from the target, then falls harmlessly to the ground. |
Tracking | attack | hit | The arrow misses, and teleports back to your hand or quiver. Until you next complete a long rest, you gain the ability to cast Locate Creature naming the creature you hit with the arrow, and using the arrow as the material component. |
Trapfinder | bonus action | point | As a bonus action, you launch or throw your arrow into the ground or an unattended object that an arrow can stick into, anywhere within range that you can see. The arrow emanates an area of divinatory magic which reveals each mechanical or magical trap in a 30-foot radius in a glowing red aura which is visibile to all creatures and provides dim light within 15 feet of each aura. The effect lasts for 1 minute per level, or until the arrow is moved or recovered. For the purpose of this ability a trap is anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, it would sense an area affected by the alarm spell, a glyph of warding, or a pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. While the location of each trap is revealed, you gain no special knowledge regarding the general nature of the danger posed by those traps (though other abilities such as the Investigation skill may reveal more). |
Unerring | attack | miss | Reroll the attack roll against the original target, with advantage. |
Unseen | attack | declare | You must commit to using this option when you declare the attack, before rolling to hit. If you do, the arrow you use for the attack becomes temporarily invisibile for the duration of the attack resolution. Creatures that cannot see invisible objects cannot react to the attack. |
Webbing | bonus action | point | As a bonus action, pick a point in space that you can see within range and launch or throw an arrow at it. The arrow is consumed as it bursts apart into silken filaments that whip out in all directions to fill a 15-foot radius area with sticky webbing until the end of the current round plus a number of rounds equal to your Intelligence bonus (minimum 1), after which the webbing disintegrates. All creatures in the affected area gain the restrained condition. A creature restrained in this way can use its action to remove the condition with a successful Strength (Athletics) check against your arcane shot save DC. An unrestrained creature can attempt a Strength (Athletics) check against your arcane shot save DC to free a restrained creature that they are adjacent to, but if their check fails they also become entangled in the webbing and gain the restrained condition. Additionally, the affected area is difficult terrain. |