Arcane Archer (Fighter Archetype)

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows 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 Arrows

When you choose this archetype at 3rd level, you learn how to channel magic into your attacks with a longbow or shortbow. You learn three Arcane Shot options of your choice (see the Arcane Shots section below). Once per turn, whenever you shoot an arrow, you can channel arcane magic within it.

You gain two additional Arcane Shot options of your choice at 7th, 10th, 15th, and 18th level. Each time you learn new Arcane Shots, you can also replace one Arcane Shot you know with a different one.

You can use this feature a number of times equal to your Fighter level. You regain all expended uses of Arcane Arrows when you finish a long rest.

Saving Throws. Some of your Arcane Arrows require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Arcane Arrow save DC = 8 + your proficiency bonus + your Intelligence modifier.

Archer's Lore

At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds. You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.

Arcane Stalker

At 7th level, you learn how to use your arcane powers to stalk and hunt your enemies. You can take the Hide action as a bonus action. In addition, if you miss a target with an attack using the longbow or shortbow while hidden, the shot doesn't reveal your position so you can stay hidden.

Deadly Arrows

Starting at 10th level, your mastery over the arcane arts allows you to infuse magic into all your arrows. Once per turn, you may add your Intelligence modifier to the damage of a single longbow or shortbow attack.

Magical Surge

By 15th level, whenever you score a critical hit or reduce a creature to 0 hit points with an attack with the longbow or shortbow, you recover one use of your Arcane Arrow feature.

Ever-Ready Arrow

Starting at 18th level, when you roll initiative and have no Arcane Arrows remaining, you regain 4 Arcane Arrows use.

Arcane Shots

The Arcane Arrows feature lets you choose Arcane Shot options at certain levels. The options are presented here in level and alphabetical order. These are all magical effects.

Except for the Blinking, Counter, Guardian, Healing, Seeking, Shifting and True Arrows, every other Arcane Shot option always occur right after the normal arrow damage is applied.

Any option that allows you to spend more Arcane Arrows uses to raise a spell level can’t raise any spell above 3rd level. At 18th level you can raise your spells up to 4th level.

Any Arcane Shot that requires a creature to be hit doesn't spend Arcane Arrows uses on a miss.

Guardian Arrow. You use abjuration magic and your quick reflexes to protect a creature from harm. When a creature you can see attacks a target other than you that is within your longbow or shortbow normal range, you can use your reaction to impose disadvantage on it's attack roll. This arrow doesn't do any damage to the creature.

Healing Arrow. You imbue your arrow with pure light drawn from the school of evocation. If you hit an allied creature with this arrow, you cast the Cure Wounds spell at 1st level on it. This counts as a non-damaging attack for the purpose of how many Attacks you can make in a turn, but you don't need to roll to hit the target. You can spend more uses of Arcane Arrows in the same Healing Arrow to raise the level of the spell. For example, spending three uses of Arcane Arrows into a single Healing Arrow results in a 3rd level Cure Wounds spell.

Restraining Arrow. When this arrow strikes its target, conjuration magic creates restraining vines from the shaft. You cast the Ensnaring Strike spell at 1st level on the creature. You must concentrate on this spell as normal. You can spend more uses of Arcane Arrows in the same Restraining Arrow to raise the level of the spell. For example, spending three uses of Arcane Arrows into a single Restraining Arrow results in a 3rd level Ensnaring Strike spell.

Seeking Arrow. Using divination magic, you make your arrow mark its target as your prey. Your attack roll with this arrow is made with advantage. Seeking Arrow can be used in combination with other Arcane Shot options, spending Arcane Arrows uses as normal. Seeking Arrow can also be used multiple times on a single turn.

Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe's vision with grasping shadows. Until the end of your next turn, the target hit by the arrow can't see more than 10 feet away. You can use your Bonus Action on subsequent turns to maintain this effect, up to 1 minute of duration.

Sleeping Arrow. Your enchantment magic causes this arrow to emanate a soothing aura. If a creature or an unoccupied space is hit by this arrow, you cast the Sleep spell at 1st level, with its area originating from the arrow. You can spend more uses of Arcane Arrows in the same Sleeping Arrow to raise the level of the spell. For example, spending three uses of Arcane Arrows into a single Sleeping Arrow results in a 3rd level Sleep spell.