Martial Archetype Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Presented below is a new take on the Arcane Archer archetype for fighters; The Jolarien Arcane Archer. Jolarien Arcane Archer The Arcane Archers from the Kingdom of Jolarien blend elven bow techniques and magics with human ingenuity and adaptability. Almost all Arcane Archers in Jolarien are elves, humans, or half-elves that have had some amount of higher education. The path of an Arcane Archer is arduous, many hours are spent with bow and even more are spent learning the unique methods of spellcasting required to travel this path. Those who do are admired for the unparalleled devastation they do to their enemies. Jolarien Arcane Archer Lore At 3rd level, you learn some of the magical theory of the Arcane Archer. You may choose to gain proficiency in either the Arcana or the Nature skill. You also learn the druidcraft cantrip. In addition, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or a longbow, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Arcane Archer Magics When you choose this archetype at 3rd level, you learn special spells and abilities, some unique to the Arcane Archer traditions. These spells and abilities are fueled by special dice called arcane dice. Magics - You learn three magics of your choice, which are detailed under “Magics” below. Some magics have level requirements before you can learn them. Some magics are known as Arcane Shots and enhance an attack in some way. You can use only one Arcane Shot per attack. You decide to use an Arcane Shot when the attack hits, unless the ability doesn’t involve an attack roll. Using an Arcane Shot spends one of your arcane dice. You learn one new magic at 5th, 7th, 10th, 13th, 15th, and 17th level in this class. Each time you learn a new magic you can also replace one magic you know with a different one. Arcane Dice - You have four arcane dice, which are d8s. An arcane die is expended when you use it. You regain all of your expended arcane dice when you finish a short or long rest. You gain another arcane die at 7th level, 11th level, and 15th level in this class. Saving Throws - Some of your spells or abilities require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows: Spell or Ability save DC = 8 + your proficiency bonus + your Intelligence modifier Curving Shot At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. Improved Arcane Archer Magics At 10th level, your arcane dice turn into d10s. At 18th level, they turn into d12s. Ever-Ready Magics Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no arcane dice remaining, you regain 1 arcane die. Magics The magics are listed in alphabetical order by prerequisite level. Banishing Arrow. Arcane Shot. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature takes force damage equal to your arcane die. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. 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. The force damage increases by 1d12 when you reach 18th level in this class. Beguiling Arrow. Arcane Shot. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes extra psychic damage equal to your arcane die, 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 by 1d12 when you reach 18th level in this class. Bursting Arrow. Arcane Shot. You imbue your arrow with destructive energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature it takes 2d6 of your choice of Fire, Force, or Thunder damage. Each other creature within 10 feet must succeed on a Dexterity saving throw or take the same amount and type of damage. A successful save halves the damage. The damage increases to 4d6 when you reach 18th level in this class. Enfeebling Arrow. Arcane Shot. You weave necromantic magic into your arrow. The creature hit by the arrow takes extra necrotic damage equal to your arcane die. 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 by 1d12 when you reach 18th level in this class.

Grasping Arrow. Arcane Shot. When this arrow strikes its target, conjuration magic creates grasping poisonous brambles, which wrap around the target. The creature hit by the arrow takes extra poison damage equal to your arcane die, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it movies 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Archer Magics save DC. The poison damage increases by 1d12 and the slashing damage increases to 3d6 when you reach 18th level in this class. Piercing Arrow. Arcane Shot. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots 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 damage as if it were hit by the arrow, plus extra damage equal to your arcane die. On a successful save, a target takes half as much damage. The piercing damage increases by 1d12 when you reach 18th level in this class. Seeking Arrow. Arcane Shot. Using divination magic, you grant your arrow the ability to seek out a target. 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. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus extra piercing damage equal to your arcane die, and you learn its current location. The piercing damage increases by 1d12 when you reach 18th level in this class. Shadow Arrow. Arcane Shot. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes extra psychic damage equal to your arcane die, 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 by 1d12 when you reach 18th level in this class. Sharding Shot. Arcane Shot. You infuse icy evocation magic into your arrow, causing it to explode in a mass of frozen shrapnel behind your target. Immediately after the arrow hits the creature, all other creatures in a 15 foot cone behind the target (behind being set as the area in a line from where you shot the arrow following through the target) must make a Dexterity saving throw or take 2d6 cold damage, or half as much on a successful save. The target of the attack takes the 2d6 cold damage with no save allowed. The cold damage increases to 4d6 when you reach 18th level in this class. Anchored Shot. Arcane Shot. Prerequisite 7th level. Using the binding theories of abjuration magic, you trap your target in place. The creature hit by the arrow takes extra force damage equal to your arcane die, and it must succeed on a Strength saving throw or be restrained. The creature remains restrained for one minute. The target can make another Strength save at the beginning of each of it’s turns to free itself from the magical binding. The force damage increases by 1d12 when you reach 18th level in this class. Beacon Shot. Arcane Shot. Prerequisite 7th level. Using the guiding power of divination magic, you put a magical mark on a creature you hit with an arrow that draws attacks to it. Until the end of your next turn all attacks against the creature hit by your arrow have advantage. When you reach 18th level in this class you add 1d12 radiant damage with this attack. Blinding Arrow. Arcane Shot. Prerequisite 7th level. Your arrow pulses with blinding illusionary magic. When you hit a creature with this attack the pulsing light explodes outward. The target of the attack and each creature within 30 feet of it that uses sight must succeed on a Constitution saving throw or take radiant damage equal to your arcane die and be blinded until the end of its turn. Creatures have disadvantage on this saving throw if they are surprised. The radiant damage increases by 1d12 when you reach 18th level in this class. Cursed Arrow. Arcane Shot. Prerequisite 7th level. This arrow is surrounded by a sickly green and purple aura as it flies towards its target. A creature hit by this attack takes necrotic damage equal to your arcane die, and must make a Wisdom saving throw. On a failed save the creature is cursed, choose one of the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

While cursed, the target has disadvantage on attack rolls against a creature of your choice.

While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. You can only curse one creature at a time, if you curse another creature while one is already cursed, the previous curse ends. The target remains cursed for 1 minute. At 9th level in this class your curse lasts for up to 1 hour. At 13th level, your target remains cursed for 24 hours. And at 17th level your curse is permanent if it is not dispelled.

Energized Arrow. Arcane Shot. Prerequisite 7th level. Drawing on the energy of the planes you infuse your arrow with wild magic. When you hit a creature with this attack it deals extra damage equal to three of your arcane dice. Energized Arrow can only be used once per turn. The damage type is determined by a d8 roll as shown below: 1 - Acid

2 - Cold

3 - Fire

4 - Force

5 - Lightning

6 - Poison

7 - Radiant

8 - Thunder At 18th level in this class you deal extra damage equal to five of your arcane dice. One with the wilds. Prerequisite 7th level. As a 10 minute ritual, you can give yourself and up to four other creatures the following benefits: +10 bonus to Dexterity (Stealth) checks.

Can’t be tracked except by magical means.

Leaves behind no tracks or other traces of its passage.

Can move stealthily at a normal pace.

Non-magical difficult terrain doesn’t slow your travel. Each creature affected by this ritual must concentrate to keep the effect going. The effect can last up to 1 hour. This does not use an arcane die. Split Shot. Arcane Shot. Prerequisite 7th level. Harnessing higher levels of conjuration magic, you fire a hail of arrows in a 60 foot cone in front of you. As part of this attack you may choose to attack up to one creature per level you have in this class. No creature can be targeted more than once by this ability. Roll separately for each attack. Add an additional 1d12 piercing damage to each attack when you reach 18th level in this class. Stupefying Arrow. Arcane Shot. Prerequisite 7th level. Your enchantment magic seeps out of your arrow into your target’s mind, temporarily rendering them dumbfounded. The creature hit by the arrow takes psychic damage equal to your arcane die. The target must succeed on an Intelligence saving throw, or suffer the unconscious condition without falling prone or dropping what it is holding. If the creature takes damage or has to make a saving throw it wakes up immediately afterward, otherwise the condition persists until the beginning of your next turn. The psychic damage increases by 1d12 when you reach 18th level in this class. Transmogrifying Arrow. Arcane Shot. Prerequisite 7th level. This arrow roils with horrible transmutation magic as it flies towards your target. When you hit a creature with this attack choose Acid, Cold, Fire, Lightning, Poison, or Thunder. The target must succeed on a Constitution saving throw or be affected for 1 minute. The first time each turn the affected creature takes damage of the chosen type, it takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type. When you reach 18th level in this class, the creature also takes 1d12 damage of the chosen type before they make the saving throw. Entwined Shot. Prerequisite 13th level. As an action you can make one attack and apply two different Arance Shot options while only spending one arcane die. If one of your Arcane Shot abilities requires a single target and the other does not, then choose one of the creatures that could be affected by the non-single-targeting Arcane Shot ability to be the target of the single-target Arcane Shot ability. Improved Magic Arrows. Prerequisite 13th level. Your ranged weapon attacks add both your Dexterity and Intelligence bonuses to damage. Wind Tunnel. Prerequisite 13th level. You summon the wind to help your arrows fly true. As a bonus action you can spend one arcane die to make all of your ranged weapon attacks for the rest of your turn with advantage. In addition, your range increments are doubled for your turn. Armageddon Arrow. Arcane Shot. Prerequisite 17th level. The pinnacle destructive power of evocation magic paired with the precise striking of a master archer. When your attack hits, the creature struck and each creature within 40 feet of it must succeed on a Reflex saving throw. A creature takes 3d6 fire damage, 3d6 lightning damage, 3d6 thunder damage, 3d6 slashing damage, and 3d6 bludgeoning damage as chaotic energy wreaks havoc on the area. A successful save halves the damage. After using this Arcane Shot, you must finish a long rest before using it again. Black Arrow. Arcane Shot. Prerequisite 17th level. You harness the foulest necromantic magic to shoot the legendary Black Arrow, the arrow of death. When this attack hits a creature it takes necromantic damage equal to four of your arcane dice. It must then succeed on a Constitution saving throw or take double damage from this attack. When you use this Arcane Shot you take necrotic damage equal to two of your arcane dice and you must finish a long rest before using it again. Mirrored Arrows. Arcane Shot. Prerequisite 17th level. The instant before you arrow strikes your target, it disappears and multiple conjured arrows strike at it from different angles. Instead of rolling an attack, your target must make five Reflex saving throws. For each failed saving throw the target takes piercing damage equal to your weapon’s damage dice plus your arcane die plus your intelligence modifier. After using this Arcane Shot, you must finish a long rest before using it again.