Arcane Archer

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 Archer Features

Fighter Level Feature 3rd Conjure Arrows, Arcane Shot (2 options), Archer's Lore 7th Curving Shot, Arcane Shot (3 options) 10th Deadly Arrow, Arcane Shot (4 options) 15th Ever-Ready Shot, Arcane Shot (5 options) 18th Deadly Arrow, Arcane Shot (6 options)

Conjure Arrows

When you choose this archetype at 3rd level, you gain the ability to conjure up to 20 magical arrows. As a bonus action, these arrows appear in your hand or in a container, such as a quiver, on your body. Whenever you fire one of these magical arrows from a shortbow or longbow, they grant a +1 bonus to the attack and damage rolls. The arrows remain for 10 minutes or until you use this feature again; they then vanish.

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 the “Arcane Shot Options” section below).

Once per turn when you fire a magic arrow from a shortbow or longbow 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, unless the option doesn’t involve an attack roll. When you gain this feature, the number of uses of your Arcane Shot ability equals your Intelligence Modifier (minimum of 1). You regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.

Archer’s Lore

At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill.

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.

Deadly Arrow

At 10th level, your knowledge of the workings of the arcane arts have an effect on the power of your Arcane Shot. All Arcane shot abilities deal an additional 1d6 damage. This Arcane shot options that previously did not have a damage type deal force damage. At 18th level arcane shots deal an additional 1d6 damage.

Ever-Ready Shot

Starting at 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it

This is Playtest Material

The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game development and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events.

If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.