Arcane Archer - Revised

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused a rrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer Features

Fighter level Feature 3rd Arcane Archer lore, Arcane shot (2 options) 7th Curving Shot, Magic Arrow, Arcane shot (3 options) 10th Aracane Shot (4 options) 15th Ever-Ready Shot, Arcane Shot (5 options) 18th Arcane Shot (6 options, improved shots)

Arcane archer lore

At 3rd level, you learn magical theory or some of the secrets of nature-typical for practitioners of this elven martial tradition. The way you learn the theory or secrets differs between characters, some learn through a tome found in a dungeon or library, others may have practised under an instructor. You choose to gain proficiency in either the Arcana or the Nature skill, and you learn the prestidigitation and druidcraft cantrip, additionally you learn the Elven language.

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).

When you fire an arrow from a bow, this includes crossbows, 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 a creature, unless the option doesn't involve an attack roll.

At level 3 you can use this feature 2 times, you gain an additional use of this feature at level 7, 10, 15 and 18th level

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Additionally when you learn a new arcane shot you can exchange one of your current arcane shot options for anothr. Each option also improves when you become an 18th-level fighter.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make anattack 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.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a bow, you can make it a +1 magical arrow. The magic fades from the arrow immediately after the arrow impacts a surface, target or otherwise.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain uses of it equal to half you intelligence modifier (minimum one), rounded down.

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.

Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. 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. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow. Your encha ntment 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 when you reach 18th level in this class.

Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy 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 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 when you reach 18th level in this class.