Arcane Archer

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 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 Archer Lore

You learn three special shots from the list below. Many shots enhance the attack in some way. You can use only one shot per attack. You learn two additional shot of your choice at 7th, 10th and 15th level. Each time you learn a new shot, you can replace a shot that you know with one with a different one.

Arcane Shot Dice

You start with four Arcane Shot dice, which are d8s, and you expend one whenever you use an Arcane Shot. You regain them all whenever you finish a short or long rest. You gain another Arcane Shot die at 7th level and one more at 15th level.

Magic Arrow

At 7th level you gain the ability to infuse arrows with magic. Whenever you fire a non-magical arrow from a short bow or a longbow, you can make it magical for the purposes 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. At 7th level all damage caused by magic arrows are increased by your intelligence proficiency modifier.

Improved Arcane Shot

When you reach 10th level, your Arcane Shot dice turn into d10. When you reach level 18, your dice turn into d12.

Ever Ready Shot

Starting at 15th level, whenever you roll initiative and you have no Arcane Shot dice then you regain one Arcane Shot die.

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.

Ankle Breaking Arrow:

You use illusion magic to trip up your opponent. When you hit an opponent with an arrow, you may expend one Arcane Shot die to attempt to have the target fall over. You add the Arcane Shot die as psychic damage to normal damage roll and if the target is large or smaller it must make a Wisdom Saving throw or be knocked prone.















































Booming Arrow:

You use evocation magic to bathe your enemies in a booming energy until the start of your next turn. If the target willingly moves before them, it immediately suffers damage equal to your Arcane Shot dice.

Bursting Arrow:

You use Transmutation magic to turn bind the forces of fire to your arrows. On a hit, the target takes the normal effect of the arrow. On a hit or miss, all creatures within the 10ft of the target must make a Dexterity Saving throw or suffer fire damage equal to your Arcane Shot dice.

Chromatic Arrow:

You use evocation magic to attune your arrow to a certain element. Choose either, acid, cold, fire, lightning, poison, or thunder for the type of element that you wish. The damage is increased by your Arcane Shot dice.

Grasping Arrow:

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra poison damage equal to your Arcane Shot, its speed is reduced by 10 feet, and it takes 1d4 slashing damage the first time on each turn it moves 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 Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

Path of the Arrow:

You use conjuration magic to help you slide through dimensions. Expend an Arcane Shot dice to move 15ft. directly towards the target of your arrow. On a hit, the target takes additional psychic damage equal to Arcane Shot dice