Arcane Archer A drow child watches as two mages battle it out in the sunny clearing, their figures merely blurs as each slings spells and makes pointed attacks a the other. The trees stir from the motion and the battle hieghtens as spells miss and are flung into the forestry. A mage takes from his pocket a shining medallion as the other mage prepares a massive spell. A moment of silence happens as the spell flares and darts through the air towards the other mage. The medallion makes contact and the spell reverses direction. In an explosion of red and orange the mage is incinerated by his own magic. The winning mage limps its way towards the watching child and pats it on the head. Ever since that child has been obsessed with magic, enchantments like the one the mage possessed on the medallion. Infatuated with Enchantments An Arcane Archer recreates the effects that a magic item might exude. Their forte is with magical enchantments as they use a quick form of the magical process involved with enchanting weapons and items. This path is seldom followed and so a curiosity with Enchantments is agiven, they are driven by the need to understand and recreate these effects. Quick Build You can make an arcane archer quickly by following these suggestions. First, Dexterity should be your highest ability, followed by Intelligence. Second, choose the sage background, marksman archery and pick the Arrow Cantrips & True Strike.

The Arcane Archer Level Prof. Bonus Features Cantrips Known Arcane Bursts Archery Damage Die Spell Slots Spell Level 1st +2 Fighting Style, Arcane Initiate 3 ─ ─ ─ ─ 2nd +2 Improved Archery 3 ─ 1d4 ─ ─ 3rd +2 Arcane Adrenaline, Arcane Archetype, Spellcasting 3 2 1d4 2 1st 4th +2 Ability Score Improvement 3 3 1d4 2 1st 5th +3 Extra Attack 3 3 1d4 3 2nd 6th +3 Arcane Archetype Feature 3 3 1d4 3 2nd 7th +3 Ethereal Quiver 4 4 1d4 3 2nd 8th +3 Ability Score Improvement 4 4 1d6 3 2nd 9th +4 Expert Marksman 4 4 1d6 4 3rd 10th +4 Arcane Archetype Feature 4 5 1d6 4 3rd 11th +4 ─ 4 5 1d6 4 3rd 12th +4 Ability Score Improvement 4 5 1d6 4 3rd 13th +5 Spellbreaker 5 6 1d6 5 4th 14th +5 Arcane Archetype Feature 5 6 1d8 5 4th 15th +5 Enchanter 5 6 1d8 5 4th 16th +5 Ability Score Improvement 5 7 1d8 5 4th 17th +6 ─ 5 7 1d8 6 5th 18th +6 Arcane Archetype Feature 5 7 1d8 6 5th 19th +6 Ability Score Improvement 5 8 1d8 6 5th 20th +6 Legendary Arrow 5 8 1d10 6 5th Class Features As an arcane archer, you gain the following class features Hit Points Hit Dice: 1d6 per arcane archer level

1d6 per arcane archer level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per arcane archer level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: All ranged weapons, simple melee weapons, shortswords

All ranged weapons, simple melee weapons, shortswords Tools: None Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose two from Arcana, Acrobatics, Investigation, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a longbow, 20 arrows and a quiver or (b) a heavy crossbow, 20 bolts and a bolt case

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

a component pouch

leather armor and a dagger Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Marksman Archery You gain a +2 bonus to all attack rolls and ranged spell attacks you make with ranged weapons.

Defensive Archery You have proficiency in chainmail armor. When wearing chainmail you can spend an Arcane Burst to halve any non-magical damage from an attack made against you as a reaction. Silent Archery You do not alert enemies when you shoot an arrow and miss. You can continue to stay hidden while firing arrows but must reroll Stealth every round an attack hits. You can take the Dash action as a bonus action. Greatbow Archery When you roll a 1 or a 2 on a damage die for an attack you make with a ranged weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy property for you to gain this benefit. Arcane Initiate You have just begun your research into the arcane arts. The firstfruits of your efforts are small magical effects that you've learned to bind to your favored item, the arrow. Of course similiar items may be used, such as a crossbow bolt. You also ignore the spell's range and replace it with your ranged weapon's range instead. Cantrips You learn 3 cantrips from the Arcane Archer spell list detailed at the end of the class. You learn more cantrips as outlined in the Arcane Archer class table as you level up. You may replace any cantrip you know with another when you gain another cantrip. Any cantrip cast from the Arcane Archer list is cast using a bonus action, affecting the next attack made whether or not it hits. Spellcasting Ability Intelligence is your spellcasting ability stat for your arcane archer spells, since you learn your spells through dedicated 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 an arcane archer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Improved Archery Your 2nd level archery has improved to the point that you have learned to exploit weaknesses and take advantage of gaps in attention. All of your ranged weapon attacks gain extra base damage equal to the result of the Archery Damage Die. This improves every six levels at the 8th, 14th and lastly 20th level. You may not stack this damage with any other Cantrip, Spell or feature. Arcane Adrenaline Beginning at 3rd Level, through a continuing and deeper understanding of the weave, you have learned to capture and focus a limited well of arcane energy. The capacity of this well is represented by a number of Arcane Bursts. Your Arcane Archer level determines the number of points you have, as shown in the Arcane Bursts column of the Arcane Archer table. You regain all lost points at the end of a long rest. Arcane Step You can expend 1 Arcane Burst and use your bonus action to teleport up to 15 feet to an unoccupied space that you can see. Flurry of Arrows When you use your attack action on your turn to attack with a ranged weapon, you may expend 1 Arcane Burst to make an additional attack with that weapon as a bonus action. Perfect Cantrip You can use this feature, paired with a fired cantrip, to max out all natural damage die of a ranged attack. You can decide at any time to use this feature unless the attack has already hit and damage has been applied. It takes 1 Arcane Burst to use this feature, it can only be used once per round. Arcane Specialty Also at the 3rd level you branch into a path that suits you most in your endevour to learn Arcane magics. You gain additional features from your Speciality at the 3rd, 6th, 10th, 14th and 18th levels. Spellcasting By the time you reach 3rd level, you have furthered your understanding of arcane magic through study and practice. You have moved beyond mere cantrips and can now cast actuall spells. See chapter 10 in the PHB for the general rules of spellcasting and below for the list of Arcane Archer Spells. Spells Known and Casting Spells Pick a number of arcane spells that are available for you to cast, you choose from the Arcane Archer spell list. When you do so, you choose a number of spells equal to your Intelligence modifier (minimum one) + your proficiency modifier. The spells must be of a level for which you can cast as determined by the Spell Level Column on the Arcane Archer table. When you cast a spell, you make a ranged spell attack to see if it hits using your weapon as range and delivery method. If it has a saving throw, the target must make the appropriate saving throw instead. If a spell does not damage the target, the target takes damage equal to the roll of your Archery Damage Die. Spell Slots You are able to cast Arcane Archer spells a number of times equal to your Proficiency bonus. These slots must be cast at the max level for which you have available and regenerate every long rest.

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 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Ethereal Quiver At the 7th level, you no longer have need for ammunition. A slightly ethereal, glowing quiver appears on your back whenever you need it. It never runs out and it can never be destroyed. If someone tries to disarm it or touch it their form will pass through it. Unless they are of an ethereal nature themselves they cannot touch it. Expert Marksman At 9th level, your ranged weapon prowess has increased to nearly legendary levels. You are able to spot and target your enemy's weaknesses with greater accuracy than ever before. Your ranged weapon attacks score a critical on a roll of 19 or 20. Spellbreaker At the 13th level you've unravelled the threads of your own spells enough to reverse them. Once per short rest you can cast Counterspell at your spell slot level without expending a spell slot. Enchanter At the 15th level your quick enchants have become just a tool as you learn to imbue effects upon weapon. You may spend two spell slots to imbue a single spell upon any item over the nest minute. That spell is then be cast as though you had cast it, using your Spell save DC as well as the level it is cast at. All items enchanted by you lose their enchantment at the end of your next long rest. Legendary Arrow At the 20th level you learn three 6th level spells of your choosing. As an Action you can cast one of these spells as ranged spell attack. If the spell requires a saving throw, it is made with disadvantage. You can use this feature once per long rest. Arcane Specialties Arcane archers understand, interpret and pursue the weave of magic in unique ways. These differences are represented by the four arcane specialties. They vary wildly and have their own creeds and spells. Elemental Speciality In your pursuit of arcane archery and the weave you found a connection to the elemental planes. The planes are a great source of power and chaos, your attunement to them tests the bounds of your very sanity. Elemental Spells This specialty has a list of spells that you gain at the arcane archer levels noted in the table below. Once you gain a arcane archer spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. Level Spell 3rd ensnaring strike 5th gust of wind 9th aganazzar's scorcher 13th lightning arrow 17th stone shape Elemental Archer's Fury At 3rd level, you can choose to change the Archery Damage die bonus to be cold or fire damage. You can use this feature, as with your Archery Damage Die, once per round on your first attack excluding ability differentials. Subjugate Elements At 6th level you learn the Druidcraft, Gust, Mold Earth, Shape Water and Control Flame Cantrips and can cast them without the use of your weapon. Elemental Diversity Starting 10th level, you learn one of the below techniques. You can apply this to one attack that has not had any other effects applied to it. You learn another one at the 13th, 15th, 17th and 19th levels. All Saving throws are made against your Spell save DC. Each costs 1 Arcane Burst to cast. Splashing. The target and anyone within 5ft must make a Dexterity saving throw, taking 3d6 acid damage on a fail or half as much on a success. Freezing. The target must make a Constitution saving throw or be frozen solid for one minute. The target's speed becomes zero and they cannot take actions or reactions. The target may make a Strength saving throw at the start of each of their turns in order to break free. A failed saving throw results in 2d6 cold damage. Flameburst. The target and all creatures within 10ft must make a Dexterity saving throw. On a fail they take 2d6 fire damage, taking half as much on a success.

Singularity. All creatures within 20 feet of the target must make a Strength saving throw or be forcefully pulled towards the target, being knocked prone on contact. They take 1d4 bludgeoning damage for every 5 feet they travel. The target takes 1d6 bludgeoning damage for each creature or object that hits them as a result of this attack. Poisonous. The target must make a Constitution saving throw. On a fail they are considered poisoned for one minute and take 1d6 poison damage at the start of each of their turns. On a success they take 1d6 poison damage. An afflicted target makes a Constitution save at the end of each of their turns, shrugging the effects of the poison, the condition and damage on a success. Thundering. The target must make a Constitution saving throw or be pushed 10 feet away from you and knocked prone. Additionally, any creature within 30 feet of the target must make a Constitution saving throw or be deafened for one minute. Chaotic Rebuke At 14th level, as a reaction to being damaged by a melee or ranged attack you may spend an Arcane Burst to rebuke them, doing 5d6 cold, fire, acid or lightning damage. Elemental Planar At 18th level, your control over your physical form is greatly augmented as a result of your connection to the elemental planes. As an action you can expend 4 Arcane Bursts and magically assume the shape of an air elemental, an earth elemental, a fire elemental or a water elemental. Your new form lasts for a maximum of 1 minute, for the other rules, refer to the Wild Shape section of the Druid class in the PHB. You can use this ability once and must complete a short rest or long rest to be able to use it again. Silent Speciality In your pursuit of arcane archery and the weave you found a way to silence your spells and body. You are skilled in infiltration and silencing foes quickly and efficiently. Silent Spells This specialty has a list of spells that you gain at the arcane archer levels noted in the table below. Once you gain a arcane archer spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. Also each spell doesn't alert those nearby and doesn't make any sound. Level Spell 3rd Magic Missile 5th Blindness/Deafness 9th Nondetection 13th Banishment 17th Geas Silence Self At 3rd level you can silence yourself beyond the degree normal. For the expense of 1 Arcane Burst you gain advantage on all Stealth check for the next hour. During this time you may take the Hide action as a bonus action. During this time it is impossible for you to be tracked by tremorsense, blindsight and any other means depending on sound while in Stealth. Bonded Weapon At 6th level, you learn a ritual that creates a magical bond between yourself and two weapons. You perform the ritual over one weapon in the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. In addition, you can perform the somatic components of your spells while holding your bonded weapon in one or both hands. Bonded weapons count as spell focuses. Slighting Arrows Starting at 10th level you learn one of the techniques detailed below. You can apply this to one attack that has not had any other effects applied to it. You learn another one at the 13th, 15th, 17th and 19th levels. All Saving throws are made against your Spell save DC. Each costs 1 Arcane Burst to cast. Numbing. The target must make a Wisdom saving throw or be unaware of the attack. This can be added to any other arrow attack within this list for the extra expendage of an Arcane Burst. Sickening. The target must make a Constitution saving throw or it has disadvantage on attack rolls and ability checks. For a duration of 30 seconds the target may at the end of each of its turns, make another Constitution saving throw. If it succeeds, the effect ends. Paralyzing. The target must make a Constitution saving throw. If they succeed the arrow has no effect, on a fail they are paralyzed until the end of your next turn. Laming. This can taken as a reaction to an ally making an attack of opportunity. The target loses 5ft of movement for every time this attack hits, ending after the target has taken their turn to remove the arrow. This interrupts their movement. Sleeping. The target must make a Wisdom saving throw or fall asleep for a number of minutes equal to your Arcane Archer level. The target has advantage if he is aware of your presence or in combat.

Disorienting. The target must make a Constitution saving throw or have their nervous system overrun. The target becomes blinded and deafened on a fail, lasting until the end of your next turn. Passive Aggressive Rebuke At 14th level, as a reaction to being by a melee or ranged attack you may spend an Arcane Burst to rebuke them. You may pose disadvantage to any one roll you choose that they make in the next 10 minutes, even if they previously had advantage. Silent Death At the 18th level you have learned to deal with a large number of enemies, or one resilient one, very quickly. For three Arcane Bursts, you can make 4 extra attacks on a turn of your choosing. Sniper Speciality WIP Sniper Spells This specialty has a list of spells that you gain at the arcane archer levels noted in the table below. Once you gain a arcane archer spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. Level Spell 3rd ** 5th ** 9th ** 13th ** 17th ** Improved Range At 3rd level you can make ranged attacks normally within the max range of your weapon. You also ignore all cover except full cover when making ranged attacks. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Sniper's Nest At the 6th level you can take 10 minutes setting up an area, preferrably one with a good view, to use as your Sniper's Nest. The maximum area this space can take up is 15ft x 15ft. In this area you have advantage on all attacks directed at targets that are unaware of your position. In this area you have advantage on Stealth checks and do not come out of Stealth when making attacks. Aimed Arrows Starting at 10th level you learn one of the techniques detailed below. You can apply this to one attack that has not had any other effects applied to it. You learn another one at the 13th, 15th, 17th and 19th levels. All Saving throws are made against your Spell save DC. Each costs 1 Arcane Burst to cast. Gaps. You aim for the gaps within armor, clothing, tough skin. This can be added to any attack to increase the base damage by 6 points. Legs. You fire an arrow into the target's leg. If it hits, it can no longer take the Dash action on its turn. It also reduces their movement speed by 5ft, ending the effect upon a short rest. Arms. You fire an arrow at their arm, causing the muscles to become trapped. They must succeed on a Constitution saving throw or have disadvantage on all weapon attacks made with that arm. This effect ends after the target has taken their turn to remove the arrow. Shoulder. Firing an arrow against the shoulder causes the target to lose balance and tumble 10ft in any direction you choose. They must then make Dexterity saving throw or be knocked prone. Head. When this arrow hits, the target becomes dazed. It had disadvantage on all Perception checks and can't take reactions. This effect last 1 minute, ending upon a successful Constitution saving throw. Foot. The target becomes pinned to the ground upon a successful hit. You may take your reaction to interrupt their movement and reduce their speed to 0. They must make a Strength saving throw (with advantage) on their turn to pull the arrow out. Until then all attacks made against them have advantage. Precision Speciality WIP Precision Spells This specialty has a list of spells that you gain at the arcane archer levels noted in the table below. Once you gain a arcane archer spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. Level Spell 3rd ** 5th ** 9th ** 13th ** 17th ** #### Back to Basics Acupuncture