1 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. Creating an Arcane Archer As you make your arcane archer character, think about how you gained the knowledge of the arcane. Was it an old wise wizard who taught you the arts that you then applied to your own skill with a bow? Maybe you were taught to handle the balance between arcane and archery from the trainers in the military camp you were assigned to? Quick Build You can make an Arcane Archer quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. Second, choose the soldier background. Class Features As an Arcane Archer, you gain the following class features Hit Points Hit Dice: 1d8 per arcane archer level

1d8 per arcane archer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per arcane archer level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple Weapons, Short Swords, Long Swords, Rapiers, Longbows

Simple Weapons, Short Swords, Long Swords, Rapiers, Longbows Tools: None

None Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose three from Acrobatics, Arcana, History, Insight, Investigation, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor

(a) two simple melee weapons or (b) one longsword

(a) a dungeoneer’s pack or (b) an explorer’s pack

A longbow and a quiver of 20 Arrows

2 Arcane Archer Level Proficiency Bonus Features Magic Arrows Arcane Shot Options 1st +2 Conjure Arrow, Honed Archery ─ ─ 2nd +2 Arcane Sense, Arcane Arrow 1 2 3rd +2 Arcane Study, Elven Awareness 1 2 4th +2 Ability Score Improvement 1 2 5th +3 2 3 6th +3 Extra Attack 2 3 7th +3 Arcane Study Feature 2 3 8th +3 Ability Score Improvement 2 3 9th +4 Mental Focus 3 4 10th +4 Combat Magician (d8) 3 4 11th +4 Arcane Study Feature 3 4 12th +4 Ability Score Improvement 3 4 13th +5 Force Shield 4 5 14th +5 Honed Archery(2) 4 5 15th +5 Arcane Study Feature 4 5 16th +5 Ability Score Improvement 4 5 17th +6 Critical Magic 5 6 18th +6 Combat Magician (d10) 5 6 19th +6 Ability Score Improvement 5 6 20th +6 Shock and Awe 5 6 Conjure Arrow Your training in the arcane arts have allowed you to create arrows when in need. As a bonus action, you can conjure an arrow in your hand that you can fire from a bow. The arrow is a magical weapon for the purpose of overcoming resistances and immunity to non-magical attacks and damage. The arrow remain until the start of your next turn or until you hit or miss a target. Honed Archery As an expert archer, you hone a particular way of using a bow as your speciality. Choose one of the following options. You can’t take a Honed Archery option more than once. You can choose a second option when you reach 14th level. Archery You gain +2 bonus to attack rolls you make with a bow. Overdraw Your damage die increases from 1d6 to 1d8 while using a short bow and from 1d8 to 1d10 while using a long bow. Defense While you are wielding a bow, you gain a +1 bonus to AC. Bow Fighting While wielding a bow within 5ft of an enemy that would normally give you disadvantage on attack rolls. You can use your bow as a melee weapon. The bow acts as a simple finesse weapon that deals 1d6 bludgeoning damage. Arcane Sense Starting at 2nd level, you have learned to hone your arcane senses to find weak spots in an enemy’s armor. As a bonus action, you target a creature that you can see. Attacks made by you against that creature deal an extra 1d6 damage. This feature lasts until the end of your turn. Arcane Arrow Also at 2nd level, you learn to channel magic into your attacks with a longbow or shortbow. Create Magic Arrow. As a bonus action, you can transform a normal arrow into a magic arrow. The arrow lasts until the end of your turn or until it hits or misses a target. You can fire the arrow with a shortbow or longbow. The arrow is a magical weapon that deals an additional 2d6 force damage on a hit on top of the damage you deal with a bow. You can only use one magic arrow per round of combat. You start with one use of this feature, and you regain all expended uses of it when you finish a long rest. You gain an additional Magic Arrow use at 5th, 9th, 13th, and 17th level as shown in the Arcane Archer table

As a bonus action, you can transform a normal arrow into a magic arrow. The arrow lasts until the end of your turn or until it hits or misses a target. You can fire the arrow with a shortbow or longbow. The arrow is a magical weapon that deals an additional 2d6 force damage on a hit on top of the damage you deal with a bow. You can only use one magic arrow per round of combat. You start with one use of this feature, and you regain all expended uses of it when you finish a long rest. You gain an additional Magic Arrow use at 5th, 9th, 13th, and 17th level as shown in the Arcane Archer table Arcane Shot. When you gain this feature, you learn two Arcane Shot option of your choice (see the Arcane Shots Options below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shots options to that arrow. You gain an additional Arcane Shot option of your choice at 5th, 9th, 13th, and 17th level as shown in the Arcane Archer table. Arcane Shot DC If an Arcane Shot option requires a saving throw, your arcane shot DC equals 8 + your proficiency bonus + Intelligence modifier

Arcane Study When you reach 3rd level, you choose an arcane study, shaping your magic arrows through one of four schools: Evocation, Illusion, Divination, Restoration or the classic wizarding way. Access to a specific study will give you more Arcane Shot options. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. 3 Elven Awareness Starting at 3rd level, you have advantage on initiative rolls. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Mental Focus Starting at 9th level, you regain one expended use of magic arrows whenever you finish a short rest. Combat Magician At 10th level, the d6s used in your arcane shot options turn into d8s. At 18th level, they turn into d10s. Hold Magic Arrow At 13th level, you can expend one use of magic arrow, apply an arcane shot option to it, and store the arrow in your quiver for later use. The arrow remains enchanted for 24 hours or until you use it. Critical Magic Starting at 17th level, whenever you roll a critical on an attack roll, you regain one expended use of magic arrows. Shock and Awe At 20th level, your magic is powerful enough to overwhelm your enemies. You can apply two arcane shot options to one use of magic arrows. Arcane Shot Options The Arcane Shot feature lets you choose options for it at certain levels. 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. Your choice in arcane study will allow for more arcane shot options as detailed in each study. Disarming Arrow. You can attempt to disarm a target, forcing it to drop one item of your choice that it's holding. If you hit with this arrow, the target must make a strength saving throw. On a failed save, it drops the object you chose. The object lands at its feet.

You can attempt to disarm a target, forcing it to drop one item of your choice that it's holding. If you hit with this arrow, the target must make a strength saving throw. On a failed save, it drops the object you chose. The object lands at its feet. Targeting Arrow. You imbue your arrow with targeting magic. You gain advantage on the attack roll you make with this arrow as well as removing any disadvantages on your attack roll.

You imbue your arrow with targeting magic. You gain advantage on the attack roll you make with this arrow as well as removing any disadvantages on your attack roll. Pushing Arrow. You focus the force energy in a single direction. If you hit a creature with this arrow, the creature is pushed 20ft in a straight line away from you.

You focus the force energy in a single direction. If you hit a creature with this arrow, the creature is pushed 20ft in a straight line away from you. Hurting Arrow. You focus more force energy into the arrow. If you hit a creature with this arrow you deal an additional 1d6 force damage.

You focus more force energy into the arrow. If you hit a creature with this arrow you deal an additional 1d6 force damage. Numbing Arrow. You imbue your arrow with magic to disable parts of your target. You choose a specific part of a creature that you wish to disable for a time, such as a wing or a leg. If you hit with this arrow, the creature must make a constitution saving throw. On a failed save the part of the creature you chose becomes numb and unable to function until the end of the creatures next turn. Creatures who do not have a central nervous system aren't affected by this arrow.

You imbue your arrow with magic to disable parts of your target. You choose a specific part of a creature that you wish to disable for a time, such as a wing or a leg. If you hit with this arrow, the creature must make a constitution saving throw. On a failed save the part of the creature you chose becomes numb and unable to function until the end of the creatures next turn. Creatures who do not have a central nervous system aren't affected by this arrow. Sleep Arrow. You imbue your arrow with magic to put an unsuspecting target to sleep. If you hit a creature that hasn’t taken a turn a turn in combat yet, the creature must make a constitution saving throw. On a failed save, the target falls asleep for one hour, until it takes damage, or if someone uses an action to shake or slap the creature awake. Creatures who have taken a turn in combat, undead, and creatures immune to charm aren’t affected by this arrow.

You imbue your arrow with magic to put an unsuspecting target to sleep. If you hit a creature that hasn’t taken a turn a turn in combat yet, the creature must make a constitution saving throw. On a failed save, the target falls asleep for one hour, until it takes damage, or if someone uses an action to shake or slap the creature awake. Creatures who have taken a turn in combat, undead, and creatures immune to charm aren’t affected by this arrow. Grasping Arrow You imbue your arrow with nature magic to try and trap a creature. If you hit a creature with this arrow, thorny brambles spring out and wraps around the target. The creature takes a -10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use its action to try to remove the brambles, which requires a successful DC 10 Strength check.

You imbue your arrow with nature magic to try and trap a creature. If you hit a creature with this arrow, thorny brambles spring out and wraps around the target. The creature takes a -10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use its action to try to remove the brambles, which requires a successful DC 10 Strength check. Translocation Arrow You imbue your arrow with teleportation magic. You shoot an arrow to a location within range and transpose to the spot where the arrow landed. You can bring along objects as long as their weight doesn't exceed what you can carry.

You imbue your arrow with teleportation magic. You shoot an arrow to a location within range and transpose to the spot where the arrow landed. You can bring along objects as long as their weight doesn't exceed what you can carry. Multi Arrow You create three magically manifested arrows in your hand and fire them at once. You make separate rolls to hit for each arrow. You do not gain the additional damage from Magic Arrow. Instead, each arrow deals an additional 1d6 force damage on a hit on top of the normal damage you make with a bow.

You create three magically manifested arrows in your hand and fire them at once. You make separate rolls to hit for each arrow. You do not gain the additional damage from Magic Arrow. Instead, each arrow deals an additional 1d6 force damage on a hit on top of the normal damage you make with a bow. Grappling hook arrow You shoot forth an arrow attached to a magical thread. The arrow attaches itself to the spot where the arrow landed which becomes an anchor point. For one minute, you cannot move away from the anchor, only closer. If the arrow hits a creature, the creature must succeed on a strength saving throw or become the anchor. The magical thread acts like a normal thread but cannot be broken by physical means. On subsequent turns, you can use a bonus action to magically pull yourself closer to the anchor with a speed of 60ft.

Arcane Study The balance between archery and magic is what only few can master. These people delve into specific realms of magic so not to overwhelm themselves with the fickle nature of the arcane. Through deep study into the arcane arts, an arcane archer taps into schools of magic otherwise known only to wizards and sorcerers. Study of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Evocation Shot Options Exploding Arrow. You imbue your arrow with a blast of force energy. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d6 fire damage.

You imbue your arrow with a blast of force energy. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d6 fire damage. Lightning Arrow. You imbue your arrow with crackling lightning. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 30 feet long. 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 an additional 2d6 lightning damage. On a successful save, a creature takes half as much damage.

You imbue your arrow with crackling lightning. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 30 feet long. 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 an additional 2d6 lightning damage. On a successful save, a creature takes half as much damage. Chilling Arrow. You imbue your arrow with frost magic. If you hit a creature with this arrow, the creature takes an extra 1d6 cold damage. The creature must make a Strength saving throw. On a failed save, the creature's movement speed is reduced to 0 until the start of your next turn. On a successful save, the creature's movement speed is halved until the start of your next turn. 4 Twisting Evocation At 3rd level, you can change the damage type you inflict on a hit with a Magic Arrow and damage you deal from the arcane options. You may choose one of the following options below. Fire Damage, Cold Damage, Acid Damage, Lightning Damage Fire Arrows At 7th level, any non-magical arrows you shoot radiate an aura of fire. If you hit a creature with a non-magical arrow, the creature is set on fire and takes an additional 1d4 fire damage at the start of the creature’s turns of combat for five turns or until the creature uses an action to put itself out. Empowered Arrow At 11th level, you can add your intelligence modifier to the damage roll of your magical arrow. Superior Magic At 15th level, your magical arrows deal 4d6 force damage instead of 2d6 force damage on a hit. Study of Illusion You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtile, but the illusions crafted by your keen mind make the impossible seem real. Illusion Shot Options Flash Arrow. You imbue your arrow with a burst of light. If you hit a creature with this arrow, the creature must succeed on a constitution saving throw or be blinded for one minute. While blinded, the creature has disadvantage on all attack rolls. The creature can make another constitution saving throw at the end of their turn to try and shake of the effect.

You imbue your arrow with a burst of light. If you hit a creature with this arrow, the creature must succeed on a constitution saving throw or be blinded for one minute. While blinded, the creature has disadvantage on all attack rolls. The creature can make another constitution saving throw at the end of their turn to try and shake of the effect. Illusory Arrow. You fire an arrow of illusion magic at the target. If you hit a creature with this arrow, the creature is covered in sparkling dust. Attack rolls made against this target gains advantage for 1 minute or until the creature uses an action to remove the sparkles.

You fire an arrow of illusion magic at the target. If you hit a creature with this arrow, the creature is covered in sparkling dust. Attack rolls made against this target gains advantage for 1 minute or until the creature uses an action to remove the sparkles. Hypnotic Arrow. You fire an arrow of illusion that will dance within a 30-foot cube within range. Each hostile creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for one minute. While charmed, the creature has a speed of 0. The charm ends if the creature takes any damage or if someone else uses an action to shake the creature out of its stupor. Creatures who are immune to charm aren’t affected by this arrow. Illusive Motion At 3rd level, you can take a bonus action on each of your turns in combat. This action can be used only to take the Disengage or Hide action. Magical Sparkles Also at 3rd level, whenever you hit a creature with Conjured Arrow, the creature is covered with magic dust. The affected creature can't benefit from being invisible. This feature lasts for one minute. Enlargement At 7th level, you can use an action to create an enlarged illusion of a creature that you can touch that hides the real creature and copies every movement the creature makes. The creature must be of a size large or smaller. The creature appears as one version larger than they are but don't suffer the consequences of being one size larger. The creature becomes more difficult to hit and gains +4 to their AC for one minute. The creature also gains advantage on intimidation checks. Once you use this feature, you can't use it again until you finish a short or long rest. Duplicate At 11th level, you can create a duplicate of yourself of illusion magic that takes your place on the battlefield. When a creature makes an attack roll against you, you can use your reaction to interpose the duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.

Terror Illusion At 15th level, you can surround yourself in a visage of horror. Each creature within 60ft of you that can see you must make a wisdom saving throw. On a failed save, the creature is frightened for one minute. A frightened creature can repeat the saving throw at the end of each of its turns. Friendly creatures that have known you for more than one month and creatures that are immune to being frightened aren’t affected by this feature. Once you use this feature, you can’t use it again until you finish a short or long rest. Study of Divination As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of descernment, remote viewing, supernatural knowledge, and foresight. Divination Shot Options Ethereal Arrow. You send an arrow to the Ethereal plane and back. Make a ranged attack roll against a target. On a hit, the arrow travels through the Ethereal plane and reappears right before hitting the target, ignoring distance and cover, provided that you have seen the target within the past round of combat or can accuratly tell where the target is.

You send an arrow to the Ethereal plane and back. Make a ranged attack roll against a target. On a hit, the arrow travels through the Ethereal plane and reappears right before hitting the target, ignoring distance and cover, provided that you have seen the target within the past round of combat or can accuratly tell where the target is. Oracle Arrow. You imbue an arrow with the power of sight. When you fire this arrow, your vision instantly latches onto the arrow and you see through it, leaving your body blinded for the duration. Any visual attributes you possess(such as darkvision) transfers to this arrow. You can see through the arrow for one minute or until you wish it to stop.

You imbue an arrow with the power of sight. When you fire this arrow, your vision instantly latches onto the arrow and you see through it, leaving your body blinded for the duration. Any visual attributes you possess(such as darkvision) transfers to this arrow. You can see through the arrow for one minute or until you wish it to stop. Tracking Dart. You imbue an arrow with magic to be able to track its whereabouts. If you hit a target with this dart it does no damage and can only be discovered with a successful perception or investigation check against your arcane shot DC. The Arcane Archer must maintain concentration for up to eight hours or else the dart disappears. While within the same plane of existance you can accurately tell where the dart is located. Improved Arcane Sense At 3rd level, as a bonus action, you target a creature that you can see. Attacks made by you against that creature deal an extra 1d8 damage. This feature lasts for one minute. If the targeted creature would go out of sight within the duration, you can still accurately tell where it is. Deep Learning At 7th level, you gain proficiency with two skills of your choice. Arcane Reaction At 11th level, you can sense a creature using magic near you. Whenever a creature casts a spell within range, you can use your reaction to make a ranged weapon attack at the creature. On a hit, the creature’s spell fails and has no effect. Once you use this feature, you can’t use it again until you finish a long rest. Seers Witness At 15th level, you can witness the near future. If you use this feature within your turn of combat you can reroll any dice you choose or change your turn entirely. If you use this feature outside of your turn of combat, roll a percentile die. If you roll a number equal to or lower than your Arcane Archer level + Intelligence Modifier + your Proficiency modifier, time reverses back to the start of your last turn. Only you have the knowledge of what will happen in the next round of combat. Anything you change that affects other creatures gives them a new turn. That which isn't altered as a result of your new turn will play out the same and no new rolls are made. If you are successful in changing the future you witnessed, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. Study of Necromancy The study of Necromancy explores the cosmic forces of life, death, and undeath. When you choose this study, you learn to manipulate the energy that animates all living things. Necromancy Shot Necrotic Arrow. You imbue your arrow with necrotic energy. If you hit a creature with this arrow, the creature takes an additional 2d6 necrotic damage. If the creature falls below 10 hit points as a result of this attack, the creature must make a constitution saving throw or instantly go down to 0 hit points.

You imbue your arrow with necrotic energy. If you hit a creature with this arrow, the creature takes an additional 2d6 necrotic damage. If the creature falls below 10 hit points as a result of this attack, the creature must make a constitution saving throw or instantly go down to 0 hit points. Brute Bane Arrow. You weave necromantic magic into your arrow. If a creature is hit by the arrow, the creature's speed is halved and any bludgeoning, piercing, or slashing damage dealt by the creature’s attacks is halved until the end of your next turn.

You weave necromantic magic into your arrow. If a creature is hit by the arrow, the creature's speed is halved and any bludgeoning, piercing, or slashing damage dealt by the creature’s attacks is halved until the end of your next turn. Leaching Arrow. You latch your own life force to the arrow. If you hit a creature with this arrow, the creature takes an extra 2d6 necrotic damage. All necrotic damage you dealt to the creature’s hit points then restores your hit points by the same amount. Undead Piercing At 3rd level, your conjured arrows feature now conjures an arrow of necromantic mastery. If you hit an aberration or undead creature with this arrow, the creature takes an extra 1d6 damage. Summon Raven At 7th level, you can summon a raven follower through a ritual. The ritual takes 10 minutes to cast. The raven springs into existence perched on your shoulder. The raven has its own initiative roll and turns in combat which you control. The raven will follow any command only you make without hesitation if it is within the capabilities of what the raven can do. You have a psychic connection to the raven. You can use your action to see through the raven’s eyes. The raven exists for 24 hours or until you banish it, or it’s killed.

Raven Total Master Loyalty Armor Class 12

12 Hit Points 1

1 Speed 10ft., Fly 50ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-4) 2 (-4) 12 (+1) 6 (-2) Size Tiny

Tiny Proficiency Bonus +2

+2 Skills Perception 13

Perception 13 Senses passive Perception 13 Advanced Mimicry The raven can mimic any sounds it has heard, such as a person speaking, an animal chittering, or music playing. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check. Actions Beak Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage + 1d6 necrotic damage. Blood Magic At 11th level, you can use your own life force to increase the damage you deal on a hit. Whenever you hit a creature, you can spend hit point equal to the creatures AC. The creature takes an additional 2d12 necrotic damage. Spending more hit points in this fashion increases the number of dice you roll by the same amount. Dead Rising Starting at 15th level, whenever you manage a killing blow on a creature, that creature will remain dead for one round of combat before rising again. The creature will be under your command for 10 minutes. While under your command, you can tell the creature what to do as a free action. The creature no longer holds any negative or beneficial effects that affected it before it died, neither is it capable of magical feats. Aberrations, Elementals, and Constructs cannot be raised in this fashion. Study of Wizardry The lure of knowledge can not always be sated with focus on only one school of magic. Some Arcane Archers search for power the usual way of casting spells like the wizards do. Spellcasting When you reach 3rd level, you use your arcane knowledge in the traditional way to cast spells. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrips of your choice at 10th level.

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrips of your choice at 10th level. Spell Slots. The Study of Wizardry Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

The Study of Wizardry Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice. The Spells Known column of the Study of Wizardry Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

You know three 1st-level wizard spells of your choice. The Spells Known column of the Study of Wizardry Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC 8 + your proficiency modifier + your intelligence modifier Spell attack modifier your proficiency modifier + your intelligence modifier Study of Wizardry Spellcasting Arcane Archer Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 ─ ─ ─ 4th 2 4 3 ─ ─ ─ 5th 2 4 3 ─ ─ ─ 6th 2 4 3 ─ ─ ─ 7th 2 5 4 2 ─ ─ 8th 2 6 4 2 ─ ─ 9th 2 6 4 2 ─ ─ 10th 3 7 4 3 ─ ─ 11th 3 8 4 3 ─ ─ 12th 3 8 4 3 ─ ─ 13th 3 9 4 3 2 ─ 14th 3 10 4 3 2 ─ 15th 3 10 4 3 2 ─ 16th 3 11 4 3 3 ─ 17th 3 11 4 3 3 ─ 18th 3 11 4 3 3 ─ 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1