Académique Documents
Professionnel Documents
Culture Documents
A fighter subclass about enhancing one's marksmanship through the means of the arcane
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2017 by Will Cardoze and published under the Community Content
Agreement for Dungeon Masters Guild.
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.
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.