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The Arcane Archer

A fighter subclass about enhancing one's marksmanship through the means of the arcane

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Arcane Archer

T
he Arcane Archer usually started out as the Empowered Vision
weaker of his fighter comrades, but the
smartest of the bunch at the same time. Upon gaining this advancement at 10th level, you've aquired
Looking into means to put himself up to par enough skill in the arcane field to enhance your own vision
with the others he started experimenting with and perception through the use of your magic. You gain
various means of magic. It was with this that access to the following feature.
he unconvered he had talent for the arcane
arts. Using this knowledge he decided to combine his fighter Arcane Eagle Eye: As a free action you can empower all five
training and his new found power; through the means of a of your senses with arcane magic. Doing so increases your
bow. vision to 300ft. At the same time you can anticipate the
movement of creatures around you, granting you advantage
Ability Saves: Any creature forced to make an ability save as on any Ranged Weapon Attack made within the short range
a result of an Arcane Archer ability rolls their save against of your ranged weapon. These effects fade at the start of your
your Arcane Archer DC. This DC is equal to 8 + proficiency next turn, at which you regain use of this feature upon a short
modier + intelligence modifier. or long rest.

Arcane Rupture Volley


Arcane Arsenal
Upon gaining this advancement at 15th level, you've reached
Upon taking this class path at 3rd level, you've experimented the limits of your arcane arrows' destructive capabilities. You
in ways to combine your marksmanship and arcane gain access to the following features
proficiency. In succesfully doing so you gain acces to the
following abillities Arcane Mastercraft: Any arcane arrow created through the
use of your Arcane Arrowsmithing has its bonus damage
Arcane Arrowsmithing: When taking a long rest you may increased to 1d6.
spend an hour focussing on creating Arcane Arrows. These
arrows are considered magical for the purposes of bypassing Burst Volley: You can use an action to combine the magical
resistances and deal 1d4 bonus force damage on a hit when essence of multiple Arcane Arrows, up to a maximum of 12,
used in a Ranged Weapon Attack. The arrows lose their shooting off a single supercharged arrow into the sky. At its
magical stability over time, dissipating into thin air 24 hours tipping point it erupts into a volley of arrows, crashing down
after being created. Used arrows also dissipate at the end of in a 30ft wide radius centered on a point. Each creature in
your next turn. The amount of arrows you create using this the attacks range must make a dexterity saving throw. On a
feature equals 2 + half your Fighter level, rounded down. failed save they suffer 1d6 force damage per Arcane Arrow
expended using this feature. On a succesful save they take
Supercharge: You can spend your Bonus Action half damage. You regain the use of this feature upon taking a
supercharging an Arcane Arrow, granting it additional effects. long rest.
A supercharged arrow's magic is expended once its been
used in a Ranged Weapon Attack, resulting in the arrow Arcane Quiver
dissipating after its effects have occured. You gain 2 options
for this feature , gaining one more option at 7th, 10th, 15th Having previously reached the limit of your destructive
and 18th level. These options are described at the end of this capabilities you've spent time experimenting on the efficiency
document. of your arrowsmithing. Having done so you've found a new
way to help you through repeated bouts of combat. Upon
Arcane Expertise gaining this advancement at 18th level you gain access to the
Through repeated use of your arcane arsenal you've become following feature.
more adept at the use of your magical talent. You can now Arcane Quiver: You've infused massive amounts of arcane
create arcane arrows holding a magical link to yourself, so energy into a quiver, supercharging it into a self-sufficient
that they return to your person if you so wish. Upon receiving container for your arcane arrows. Any created arcane arrows
this advancement at 7th level you gain access to the following are stores in this quiver. At the start of an encounter when
features. you have 0 arcane arrows, the Arcane Quiver creates 1d6
Arcane Connection: You may spend an action calling onto arcane arrows.
the link between you and your arrows, retrieving them to you.
You regain use of this feature upon taking a short or long rest.
Arcane Expertise: You gain expertise in the Arcana skill and
one more skill of your choice.

Empowered Vision
Supercharge Options
Imprisonment: Upon a hit the targeted creature becomes
entangled in a mass arcane ropes, constraining them. The
target is considered restrained. At the start of each of their
turns they may make a Strenght saving throw to break their
restraints.
Disrupt: Upon a hit the targeted creature is infused with the
arrows essence, attempting to wreak havoc inside their body.
The targeted creature must make a Constitution saving
throw. Upon a failed saving throw they take force damage
equal to double your Arcane Arrowsmithing bonus damage.
Piercing Lance: You must spend an action to use this arrow.
You further infuse an arcane arrow and change its shape for
the purpose of piercing through. Any creature in a 120ft long
5ft wide line must make a Dexterity saving throw. Upon a
failed saving throw the creature takes damage equal to
double your Arcane Arrowsmithing bonus damage. On a
succesful saving throw they take half damage.
Trickshot: This arrow homes in on a creature you've seen no
longer than 6 seconds ago. You gain advantage on the attack
and the arrow magically finds a path to the target. You don't
need a line of sight with the target creature and you remain
hidden from the target if you previously were.
Sapping: You must spend an action to use this arrow. Upon a
hit the arrow deals damage as it normally would, following by
the targeted creature making a Constitution saving throw.
Upon a failed saving throw the target creature suffers one
level of exhaustion. A creature can never reach exhaustion
level 6 through the use of this option.
Blinding: Upon a hit the magic of the arrow gathers at the
eyes of the target creature, blocking their view for a short
amount of time. The target creature is considered blinded
until the end of their next turn.
Rupture: Upon a hit the arrow erupts its arcane energy into a
shockwave. Any creature within 5 feet of the target creature
must make a Dexterity saving throw. Upon a failed save they
take damage equal to double your Arcane Arrowsmithing
bonus damage. On a succesful save the creature takes half
damage.
Mirrage: When loosed from your bow the arrow expends its
magic to duplicate itself in mid-air. Choose up to two
additional target targets within 30 feet of the original target.
Upon a hit the creature takes damage as they would from a
Ranged Weapon Attack without the use of an arcane arrow.

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