Arcane Archer
Using arcane arts to augment their arrows, Arcane Archers are wardens of the wilds and champions of justice. Their skills make them versatile and deadly as they bombard their targets from afar. They infuse their arrows with a variety of effects that make them formidable opponents and potent allies.
| Banishing Arrow | You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a CHA saving throw or be banished. While banished in this way, its speed is 0 ft, and it is Incapacitated. At the end of the target’s next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. |
|---|---|
| Banishing Arrow | After you reach 18th level in this class, a target also takes 2D6 Force damage when the arrow hits it. |
| Beguiling Arrow | Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2D6 Psychic damage, choose one of your allies within 30 ft of the target. The target must succeed on a WIS saving throw, or it is Charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the Charmed target, deals damage to it, or forces it to make a saving throw. |
| Beguiling Arrow | The Psychic damage increases to 4D6 when you reach 18th level in this class. |
| Bursting Arrow | You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 ft of it must make a DEX saving throw taking 2D6 Force damage each or half as much damage on a successful throw. |
| Bursting Arrow | The Force damage increases to 4D6 when you reach 18th level in this class. |
| Enfeebling Arrow | You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2D6 Necrotic damage. The target must also succeed on a CON saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. |
| Enfeebling Arrow | The Necrotic damage increases to 4D6 when you reach 18th level in this class. |
| 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 2D6 Poison damage. The target is covered with grasping, thorny vines. Its speed is reduced by 10 ft, and it takes 2D6 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 Athletics check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. |
| Grasping Arrow | The Poison damage and Slashing damage both increase to 4D6 when you reach 18th level in this class. |
| Piercing Arrow | You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 ft long, before disappearing. The arrow passes harmlessly through objects, ignoring Cover. Each creature in that line must make a DEX saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1D6 Piercing damage. On a successful save, a target takes half as much damage. |
| Piercing Arrow | The Piercing damage increases to 2D6 when you reach 18th level in this class. |
| Seeking Arrow | Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring Three Quarters Cover and Half Cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a DEX saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1D6 Force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. |
| Seeking Arrow | The Force damage increases to 2D6 when you reach 18th level in this class. |
| Shadow Arrow | You weave illusion magic into your arrow, causing it to obscure your foe’s vision with shadows. The creature hit by the arrow takes an extra 2D6 Psychic damage, and it must succeed on a WIS saving throw or be Blinded until the start of your next turn. |
| Shadow Arrow | The Psychic damage increases to 4D6 when you reach 18th level in this class. |
Subclass Features
Arcane Shot
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.
Once per turn when you fire an 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. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
Weapon Mastery
You specialize and master the bow. You can gain the Weapon Mastery properties of the shortbow or longbow.
Arcane Shot Options
Your research and talent broadens your abilities. You have three Arcane Shot options.
Magic Arrow
You gain the ability to infuse arrows with magic. Whenever you fire a non magical arrow from a shortbow or longbow, it becomes magical for the purpose 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.
Curving Shot
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 ft of the original target.
Arcane Shot Options
You study and practice to enhance your abilities. You have four Arcane Shot options.
Arcane Shots
Your magical reservoir grows with continued use. You have three uses of Arcane Shot per long or short rest.
Ever-Ready Shot
Your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain all uses of your Arcane Shot.
Neverending Quiver
You never run out of arrows. Once per long or short rest you can generate 1D12 + half your level rounded down arrows as a bonus action. They vanish at the end of one hour.
Arcane Shot Options
You work hard to add even more abilities to your repertoire. You have five Arcane Shot options.
Twinning Arrow
When you fire an Arcane Shot you can use your bonus action to magically duplicate the arrow. The arrow has the same to hit, damage, and Arcane Shot effect. It can hit the same target or one within 10 ft of the original target. You can use this feature three times per long rest.
Arcane Shot Options
You reached new heights with your abilities. You have six Arcane Shot options.
Arcane Shot
You extend your arcane reserves to their limit. You have four uses of Arcane Shot per long or short rest.
Unstoppable Archer
You are never without options. Arrows fired without using an Arcane shot deal additional Thunder, Necrotic, or Radiant damage equal to your Proficiency Bonus.
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 WIS modifier (Minimum 1).