Archer 5e

Archer 5e DEFAULT

Archer (5e Class)

Archer

Trained Bowmen

An elven woman fires arrow after arrow into the face of an oncoming goblin horde. Refusing to flee even in the face of overwhelming odds, she slowly retreats, surrendering the hilltop. As the goblins crest the top of the hill she releases a powerful barrage of shots, instantly killing five of the remaining goblins. She continues firing at an unbelievably fast rate, but the goblins just keep coming. One lucky goblin gets close enough to attack, taking a wild swing in the hopes that he would be the one to kill the beautiful deadly she-elf. He barely even has time to register the fact that he had completely missed before her next shot wipes the stupid look off his face. The elf rolls safely away to continue her onslaught elsewhere. She smiles grimly as she fires the last of her arrows from her fourth and final quiver. She then draws her daggers and strides forward to face the horde.

A human warrior stands at the ready with his back to the wall and a loaded crossbow in his hand. He waits for the right moment to attack, considering the situation and weighing his options. Suddenly he spins around the corner, repeatedly firing his crossbow at the targets. The bolts strike true, cracking against bone and chipping pieces off the skeletons. Unfortunately, for every bolt that connected solidly, two more missed completely or ricocheted harmlessly off of bare ribs. He aims to break the legs of the skeletons and continues firing. Though a few collapse into piles of bones, the rest continue advancing down the hall, too quickly for his liking. He smiles and steps away from the hall, moving deeper into the room. When the first skeleton comes around the corner he unleashes a volley upon the skeletons. The bolts slam into the wave of undead, decimating it. The warrior turns and leaves the room through the tunnel in the back, smiling widely.

Archers are masters of ranged combat. They prefer to take down their enemies from afar and generally avoid close combat. Although some races, such as elves, certainly favor this class and are well suited to it, any race can excel at being an archer, given enough training.

Creating an Archer

Who taught you how to shoot? Were you self taught? Why did you choose to train in archery rather than becoming a ranger or choosing some other discipline? What are your plans after becoming an archer?

Quick Build

You can make an archer quickly by following these suggestions, First, Dexterity should be your highest ability score, followed by Wisdom then Constitution. Second, choose the folk hero background.

Class Features

As a Archer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Archer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Archer level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial ranged weapons
Tools: One tool of your choice
Saving Throws:Dexterity, Charisma
Skills:Perception and choose one from Acrobatics, Athletics, Insight, Investigation, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Fighting Style

At 1st level and again at 7th level, you may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base walking speed increases by 5 feet.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Piercing Shot

You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.

Agile

At 1st level, you gain proficiency in a Dexterity based skill, and if you already have proficiency in it, you can double your proficiency bonus. In addition, you can add half your proficiency bonus, rounded down, to any Dexterity based ability check you make that doesn't already include your proficiency bonus.

Trick Shot

At 2nd level, before you make a ranged weapon attack, you may choose to make it a trick shot. These trick shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action. You can use this feature a number of times equal to your 1 + your Wisdom modifier (minimum of one), and you regain all uses of this feature after you finish a short or long rest.

Disarm

When you hit a creature with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 15 feet from the creature in a random direction.

Immobilize

When you hit a creature with a ranged weapon attack, its movement speed becomes 0 until the end of your next turn.

Head Shot

When you hit a creature with a ranged weapon attack, add 1d8 damage to the damage roll. This damage increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Forceful Shot

When you hit a creature with a ranged weapon attack, it is pushed back 10 feet. This effect only works against Large or smaller creatures.

Archery Path

At 3rd level, you must choose an subclass that determines what kind of archer you wish to be. Choose from Crossbow Specialist, Marksman, or Nomad, all of which are detailed at the end of this class description. Your subclass grants you features at 3rd level and again at 6th, 10th, 15th, and 18th level.

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.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Meticulous Observer

Beginning at 9th level, before you make a. Perception or Investigation check, you may gain advantage on it. Once you use this feature, you can not use it again until you finish a short or long rest.

Volley

Beginning at 11th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Archer's Luck

When you reach 13th level, when you roll a 1 or a 2 for an attack roll, ability check, or saving throw, you can reroll the die. If you also roll a 1 or a 2 on the damage die for ranged weapon, you can reroll the die. This can only be used once per die roll.

Unnatural Perception

Starting at 14th level, through endless hours of honing your senses to their peak, you have gained unnaturally perceptive senses. You gain a blindsight range of 30 feet.

Aimed Shots

At 17th level, your ranged weapon attacks deal additional damage equal to your Wisdom modifier (minimum of one).

Sniper

When you reach 20th level, your Dexterity score increases by 4. Your maximum for this score is now 24. In addition, you may never have disadvantage on attack rolls with ranged weapons and your ranged attacks bypass creature's resistance to magical piercing damage.

Crossbow Specialist

Archers who choose this path have trained extensively with crossbows. These specialists have mastered the technique of firing lethal bolts at an alarming pace, most often leading to deadly results.

Crossbow Adept

Starting at 3rd level, due to your training with the crossbow, you gain the following benefits:

  • You ignore the loading property of crossbows with which you are proficient.
  • You gain a bonus to damage rolls made with crossbows equal to half your proficiency bonus.
  • You can add half your proficiency bonus to any Strength based ability check you make that doesn't already include your proficiency bonus.
Bonus Proficiency

When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, or Stealth. Alternatively, you may learn one language of your choice.

Resolute

At 6th level, whenever an effect requires you to make a Constitution saving throw, you may use your reaction to add 1d6 to the roll before the results of the roll have been announced. If succeeding on the Constitution saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Deadshot

Starting at 10th level, you gain an additional option for the Trick Shot feature. If you are within 30 feet of an enemy creature, you may gain advantage on a ranged attack roll against that creature.

Adrenaline

Beginning at 10th level, your instincts are so honed that you have advantage on initiative rolls and can not be surprised at the beginning of combat, if you are not incapacitated.

Brace

Starting at 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.

Rebuke

Starting at 18th level, you may take an additional reaction each round, but you cannot use this reaction to make an opportunity attack or to rebuke a creature that has damaged you. Whenever a creature damages you while within 30 feet of you, you may make a ranged weapon attack as a reaction against that creature.

Marksman

A marksman is an archer whose skill with all ranged weapons is unmatched. They mark a single quarry at a time, preferring to focus down a singular target over weaker quarry.

Mark for Death

Starting at 3rd level, you may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol of your choice that is even visible in dim light. You and your allies have advantage on any Wisdom (Survival) or Wisdom (Perception) checks you make against the target. Additionally the target loses 1 AC. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again u til you finish a short or long rest.

Bonus Proficiency

When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Investigation, or Survival. Alternatively, you learn one language of your choice.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Enhanced Focus

Starting at 10th level, as a bonus action you may focus in on one target. Until the start of your next turn, your ranged attacks deal 1d6 additional damage against the target.

Disrupt

Starting at 15th level, before the results of a roll have been announced, as a reaction, you may give yourself advantage on a saving throw from a marked target or give the target disadvantage on their attack rolls made against you until the start of your next turn. You may use this feature a number of times equal to half your Wisdom modifier rounded up(minimum 1), and you regain all uses of this feature after you finish a long rest.

Enhanced Mark

Starting at 18th level, the Mark for Death feature can be used repeatedly, but you may only ever have one target marked, and if you mark another creature when a different creature is already marked, the previous mark disappears. The target affected by Mark for Death must also subtract 1d4 from any roll they make.

Nomad

Nomads are archers who spends their days traveling and exploring while learning new skills along the way. These individuals use their speed and adaptability to help their allies in and out of battle.

Sheer Skill

Beginning at 3rd level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature twice, and you regain all uses of this feature after you finish a short or long rest. The number of times you can use this feature increases to three at 5th level, four at 11th level and five at 17th level.

Trained Hands

When you choose this subclass at 3rd level, you gain proficiency in two tools, and if you already have proficiency in them, you can double your proficiency bonus.

Vault

Starting at 6th level, whenever a hostile creature moves within 5 feet of you, you may vault 10 feet directly away from them as a reaction without provoking an opportunity attack from the creature. The range needed to activate Vault increases to 10 feet at 10th level.

Quickened Movement

Starting at 10th level, your base walking speed increases by 5 feet, and you may take the Disengage action as a bonus action.

Learned Traveler

Starting at 10th level, you may gain proficiency in any two skills of your choice.

Foresight

Starting at 15th level, whenever you make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus.

Refresh

Starting at 18th level, as a bonus action, you may regain all uses of Trick Shot. Once you use this feature, you can not use it again until you finish a long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the archer class, you must meet these prerequisites: 13 Dexterity.

Proficiencies. When you multiclass into the archer class, you gain the following proficiencies: simple weapons and martial ranged weapons.


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arcane archer 5E


Elves are well-known as the traditional archers in the Dungeons & Dragons franchise. Ever since their inception, RPG writers have wanted to put magic on their arrows. It goes well with their history, right? Well, Xanathar’s Guide to Everything took on that job for 5E. The Arcane Archer are an elite group of elf-trained (not elf-only!) Fighters who use soft bursts of magic to enchant their arrows. In Elven history, Arcane Archers were essentially the primary guardians of the Elven lands. Can these wardens of elven territory use their arrows to get loot and work with a party? Our Arcane Archer 5E Guide will give you a decent idea!

Blot Out the Sun: Arcane Archer 5E

The Arcane Archer has some of the coolest flavor of any of the Fighter archetypes. It is also one of the worst. The Arcane Archer is a backline damage dealer and crowd controller that suffers in two areas. First, the Arcane Shot feature is extremely limited – two shots per short rest. You get two whole special arrows. These are great shots, with significant utility. But only two? Good gods above.

Second, the Arcane Archer has to wrestle with the Battlemaster for a crowd-control/damage role. When you plan on making an Arcane Archer, make sure a Battlemaster wouldn’t serve you strictly better.

Arcane Archer Lore

To start, the Arcane Archer gains a few particularly good proficiencies.

At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.

This is already great flavor, and the proficiencies you get aren’t bad! Arcana is a pretty commonly-used Knowledge skill; from magical weapons, to planar experiences, to even mechanical creations, Arcana will work. It’s an Intelligence skill too, which the Arcane Archer appreciates for their DCs.

Nature checks are usually Wisdom, something that your Fighter might not have too much of… until much later. However, in most campaigns, Nature checks are essential at mid-level combats; Beasts, Fey, Humanoids, Plants, and most Swarms require some natural knowledge. That’s useful! Try to choose whichever skill your party doesn’t have, or Arcana if your party has both covered.

For some reason, no matter what you choose, you can pick between Prestidigitation or Druidcraft. Prestidigitation allows you to perform up to 4 minor effects at the same time, ranging from snuffing out candles to making tiny objects. The wide range of effects means that a competent and creative Arcane Archer could use Presti and get past a problem… but it’s a very limited number of effects, and most GMs subscribe to the idea that cantrips can’t do what a 1st level spell can. You might need to try a bit harder than expected for Presti to work out.

Druidcraft is a more focused version of Prestidigitation. You can’t have multiple effects, but the effects tend to last longer, or be more impactful/effective. Nice, but Prestidigitation’s multitasking nature will be more useful in the long-run. 

Because of how similar both of these cantrips are, you can realistically choose either one that you want. They’ll both solve some problems if used creatively, and they’ll be fun to play around with otherwise. 

Arcane Shot

The bread-and-butter of your class! At level 3, the Arcane Archer learns 2 arcane shots from the below list. They can do the following with the shots;

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. Finally, you have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You learn another shot at 7th, 10th, 15th, and 18th level. Each shot also deals more damage at level 18.

Before we get into how good this feature is in general, let’s touch on each shot. If a shot has a DC, it’s an Intelligence-based one.

Arcane Shot Options

  • Banishing Arrow: Throwing someone out of a combat is an extremely effective way to deal with a problem later. The issues are twofold; one, you’re not actually dealing with the threat and two, your DC is pretty low. Maybe save this for classes that naturally learn Banishment, though this is the earliest you can get Banishment. Not too bad, if your Intelligence is high enough to make someone disappear.
  • Beguiling Arrow: Shoot someone to charm them to an ally. Unlike a lot of charm effects, this one only ends when the specific ally that is charmed attacks the target; really significant if you want to protect someone, or if your Bard really wants to try to talk this out. Usually not too helpful, especially since you can’t target yourself.
  • Bursting Arrow: One of the few ways a Fighter can do area-of-effect damage. It’s a shame that the maximum effect radius is two squares, but at least you can hit multiple foes! It’s also one of the few Areas of Effect that doesn’t have an attached save. Not awful, but could hurt melee allies.
  • Enfeebling Arrow: Not amazing. You’re targeting creatures that use weapons with a Constitution save – something weapon users may be proficient in. The extra damage is nice, but straight-up banishing them might be more useful.
  • Grasping Arrow: The best straight-up damaging option you can go for. This effect reduces speed, deals damage, and puts on a damage-over-time effect if it ever tries to move. It wastes an action if the target tries to tear them off, and otherwise doesn’t allow a save. This is one of the few reasons I can think of for why this feature only has two uses. Take this.
  • Piercing Arrow: This is a legitimately incredible ability. You get a full line attack for an arrow. The extra damage isn’t significant, and you need to line yourself up quite well for it to be of any use. But, it passes through cover, goes for 30 feet, and doesn’t need to hit to be useful. Awesome! And afterwards, you can keep shooting your bow normally.
  • Seeking Arrow: The cool-kid option, this allows you to attack whoever you want and strike them. If you’re fighting a target that went invisible, this is one of the best anti-invisibility options out there, since you don’t even need to guess like for Glitterdust or something. Even if you miss, you can follow the arrow enough for someone to cast Glitterdust and reveal them (unless your GM is super rules-as-written about it!). Great utility.
  • Shadow Arrow: Perhaps the best crowd control option, you get the damage and you restrict sight. Great for anything except a melee enemy in the middle of melee combat, although spellcasters might make the Wisdom save quite often.

Usually, if a shot does 1d6 extra damage, it deals 2d6 extra damage at level 18. Otherwise, it’ll add 2d6 damage to the arrow.

Don’t get me wrong here; all of these Arcane Shots are significant, and tend to do more work than a Battlemaster’s maneuver. That’s likely why they’re so limited. But again, only having two arrows is so obstructive on your ability to do anything in combat. You’re mostly just going to be a ranged Champion without good crit chance who occasionally snares people.

If your party is full of characters that adore short rests (i.e. Warlocks, Monks, etc), then you can get some value here. Hopefully, your party will want to take 3 of those per day so you can shoot… half of a quiver… worth of magically-enchanted shots.

On the bright side, you can’t waste this ability. You either hit and then apply an Arcane Shot, or you’re using Piercing/Seeking Arrow and they just have a saving throw. That’s nice! But the Battlemaster does that too.

Magic Arrow

The Arcane Archer is unique amongst Fighters in that they learn 2 abilities at level 7. The first is rather insubstantial.

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

This is a historic requirement of the Arcane Archer. If they can’t make their arrows magical by default, they’d lose a bit of that pizazz from editions past.

However, back in the old days, these arrows would actually come with a free enchantment bonus. That made Arcane Archers super good for non-magic campaigns! Now, you only get the Magical property on your arrows. Not bad for creatures that resist non-magical attacks, but those are actually fairly rare. Mostly just Incorporeal creatures and whatnot. 

When this ability does come up, you’ll be dealing either double damage, or an infinitely higher amount of damage. However, if your GM is willing to hand out magical bows or magical ammo, then this is completely meaningless.

Curving Shot

The reason why your Magic Arrow is so “whatever” is because your following ability is amazing!

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.

What a cool ability! Thankfully, all of your arrows are magical now, so this ability only fails in antimagic fields.

This is basically a bonus action to grant yourself another chance to hit… as long as there are two targets in a fight. And there’s absolutely no limit on this, so every turn you get two chances to hit with a shot.

This is a legitimate reason to pick this class. With the Sharpshooter feat, you actually have a fairly large chance to miss a shot. Thus, as a bonus action, you can redirect that shot and try to hit someone, even after a whiff with your -5 to attack.

And Ranged builds don’t have much use for Bonus Actions, other than for Second Wind. You don’t really use it for anything else, so having (essentially) another attack is pretty strong!

Unfortunately, you do have to target someone else. In a single-enemy encounter (rare, but possible), this ability becomes useless. Unless you have something against trees.

Ever-Ready Shot

After twelve levels… twelve levels… of having exactly 2 shots per short rest… you can finally use your arrows without needing to convince yourself that it’s worthwhile.

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

For so many reasons, this is the best point in your Arcane Archer career. At last, you’re able to fire one Magic Arrow per encounter…

And that still doesn’t even seem that good.

This theoretically extends your magical quiver infinitely; you no longer need to wait for short rests to shoot arrows. You can constantly have an arrow with bonus damage out, since you get one at the start of every single fight. That means you can Bramble, Banish, or Blind to your heart’s content!

As long as your heart’s content is a maximum of two arrows per combat. After a short rest. And otherwise just limited to one.

Ugh.

Best Race for Arcane Archer Fighters

Arcane Archers are limited to ranged attacks, and thus should boost Dexterity as much as possible. You can use a Finesse weapon if you wish, but you’ve got too much ranged attack synergy to even glance at Strength. Afterwards, a healthy amount of Constitution is recommended, just in case your roll low on hit dice. However, you can afford to boost your Intelligence before Constitution, especially if you want to make use of your crowd-control arrows.

High Elf

Brace yourself for a shock; the basic elf from the Player’s Handbook may be a top contender for the elf-based class. With +2 Dexterity, +1 Intelligence, you’ve got the stats to succeed. Elves gain Darkvision, Fey Ancestry, and Trance; three abilities that turn you into a fantastic scout, and a decent anti-mage. Keen Senses gives the Fighter a 50% increase in the number of base skill proficiencies they have. Finally, due to being a High elf, you gain a cantrip from the Wizard list. Check out our Wizard cantrip list if you need some inspiration! I’d suggest a good utility spell, such as Message, Mending, or True Strike. You don’t need much damage!

Kobold

Wow, the elves will let anyone be an Arcane Archer these days, huh?

Kobolds from Volo’s Guide to Monsters are a pitiful race, but they’re just pitiful enough to work. A +2 to Dexterity is fine for you; you don’t care about the -2 to Strength because you won’t use it. The only reason to take Kobolds is Pack Tactics, allowing you to get advantage on attack rolls as long as an ally is fighting it in melee. This turns Sharpshooter into basically +10 to damage, since Advantage is just so dang good. And if two melee allies are fighting two enemies, then Curving Shot’s going to roll 4 dice if you miss the first guy!

Maybe not the best small option, but a really good one! Especially if your GM takes pity on you and lets you get around Sunlight Sensitivity.

Conclusion – Our Take on the Arcane Archer 5E

The Arcane Archer is an incredibly flavorful class, heavily inhibited by the limit on Arcane Shot. If you’re a big fan of the class, you’ll be useful once you pick up the Sharpshooter feat (get to 20 Dexterity first!). If you’re looking for a ranged build, and want slightly more oomph than the Battlemaster, then you can consider the Arcane Archer.

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For Dungeons and Dragons 5e, the Arcane Archer is introduced in Xanathar’s Guide to Everything, creating a spellcasting archer other than the ranger.  This arcane fighter pulls from the wizard schools of magic to perform extraordinary magic shots.  Naturally, this class grew from the elves, treating these archers as guardians to the Feywild or elven kingdoms.  However, these archers lean into Intelligence more than Wisdom.

Build an Arcane Archer for Dungeons and Dragons 5e with these elements in mind:

  • Choose a race with Dexterity and Intelligence: High Elf, Forest Gnome, Feral Tiefling
  • Build a Fighter with Archery Fighting Style
  • Learn various Arcane Shots and Bonus Proficiency/Cantrip
  • Build on Higher level Arcane Archer abilities: Magic Shot, Curving Shot, Ever-Ready Shot

Choose a race with Dexterity and Intelligence: High Elf, Forest Gnome, Feral Tiefling

On the onset of my character build, I’ll want to try a race with high Intelligence, Dexterity or a combination of both.  My favorite choices are high elf, forest gnome and feral tiefling.

The high elf Arcane Archer is thematically the most obvious first choice.  High elves fit the mythology of this subclass and gain a +2 Dexterity/+1 Intelligence bonus combination.  Plus, I gain a free wizard cantrip, and I’ll choose true strike to give myself advantage on attack rolls.  Also, my Fey Ancestry will give me advantage on saving throws against being charmed and immunity to magic sleep effects.

Forest gnomes make for a less serious version of this guardian character but fit the build with +2 Intelligence and +1 Dexterity.  Another benefit from playing forest gnome is their innate minor illusion spell and affinity for small animals.  This character will be seemingly charming and even cute, but will attack with ruthless efficiency.

Feral tieflings might be the oddest version of this character but offer +2 Dexterity and +1 Intelligence.  Once again, this is a race with inherent magic.  Thaumaturgy, hellish rebuke and darkness are all available to a tiefling, along with devastating magic arrows.  Maybe this character was raised by high elves as special defense against dark magic—kind of like the “monster slays other monsters” trope of Blade or Vampire Hunter D.

Build a Fighter with Archery Fighting Style

Obviously, I’ll need to build my fighter as an archer from the ground up.  For me, this means leveraging my Dexterity score whenever possible with other weapons.  Being a class related to elves, I’ll build my initial fighter like so:

  • Leather armor, longbow and quiver
  • Rapier and net
  • Acrobatics and History skill proficiencies
  • Explorer’s pack

I’ll then choose Archery Fighting Style to give my character a +2 bonus to attack rolls with the bow.  Note that this is for attack rolls, enhancing my accuracy.  My Dexterity score can do the damage for me on basic attacks, and my magic arrows will add quite a bit of effect.  Don’t let the promise of massive damage make you forget about accuracy.

I’ll also gain Second Wind at 1st level, giving me a well of HP to pull from in a hairy situation.  This recovery is equal to 1d10 + Fighter level.  Normally, this ability is intended for melee warriors, so I should be able to squeeze more out of it as a ranged fighter.

Then, Action Surge comes at level 2, granting me one extra action in combat per long rest.  I can use this free action to maneuver or attack as needed, so I’ll save it for the right moment.  An extra attack could finish off an injured foe, or I could move out of danger.

At higher levels, I’ll gain an Extra Attack (level 5), which grows to a 3rd attack at level 11 and 4 attacks at level 20.  Then, at level 9, I’ll gain Indomitable.  This ability allows me to reroll a failed saving throw.  Of course, I gain more as I level.

Learn various Arcane Shots and Bonus Proficiency/Cantrip

Arcane Archer Lore gives me proficiency in Arcana or Nature, along with my choice of prestidigitation or druidcraft cantrips.  I’m going to choose Arcana as a proficiency to leverage my already high Intelligence modifier.  However, I’ll lean toward the druid side of things for my cantrip and choose druidcraft.  In my opinion, there is far more this character can do with plant manipulation than card tricks.

Arcane Shot grants me a list of magical arrow effects from each wizard school.  I can choose 2 from the list, with additional options at level 7, 10, 15 and 18.  I’ll be able to fire these arrows 2 times between short or long rests.  Plus, I can decide to use the spell option after the arrow hits, unless it otherwise doesn’t use an attack roll.  My options are:

Arcane Shot

  • Banishing Arrow: Abjuration—temporarily banish target to a harmless location in the Feywild until the end of its next turn. Level 18 adds 2d6 force damage when they return.
  • Beguiling Arrow: Enchantment—2d6 psychic damage and target must make Wisdom saving throw. On a failed save, target is charmed by an ally within 30 feet.  Level 18 increases damage to 4d6.
  • Bursting Arrow: Evocation—target and creatures within 10 feet of it take 2d6 force damage. Increases to 4d6 at level 18.
  • Enfeebling Arrow: Necromancy—2d6 necrotic damage and enemy’s weapon damage is halved on failed Constitution save. Increases to 4d6 at level 18.
  • Grasping Arrow: Conjuration—2d6 poison damage and target’s speed is reduced by 10 feet. Plus, add an extra 2d6 slashing damage on target’s first move each turn.  A Strength saving throw is required to break free.  Lasts 1 minute otherwise.  Increase to 4d6 for both damages at level 18.
  • Piercing Arrow: Transmutation—ethereal arrow shoots in 30-foot line, passing through allies and cover. Each enemy in range must make a Dexterity save.  On a failed save, target takes  arrow damage + 1d6.  Successful saves take half damage.  Increase to 2d6 damage at level 18.
  • Seeking Arrow: Divination—arrow tracks a target I’ve seen within past minute, ignoring ½ and ¾ cover. Target must be in range and have a clear path.  Then, target takes arrow + 1d6 damage on failed Dexterity save.
  • Shadow Arrow: Illusion—2d6 psychic damage and target is blinded for anything further than 5 feet on a failed Wisdom save. Lasts until the start of my next turn.  Increases to 4d6 at level 18.

Build on Higher level Arcane Archer abilities: Magic Shot, Curving Shot, Ever-Ready Shot

My later-level Arcane Archer abilities are Magic Arrow, Curving Shot and Ever-Ready Shot.  Though I’ll lean on my Arcane Shots for the most part, these arrow tricks add to my unique archery.

I learn Magic Arrow at level 7, which gives my arrow the ability to overcome resistance to nonmagical attacks.  In other words, I can shoot ghosts and magical opponents like my arrows were silvered.

Curving Shot is another trick I learn at this level, giving me the ability to find new targets for stray Magic arrows.  However, I have to roll a new attack roll for the new target and my arrow is no longer magical.

At level 15, Ever-Ready Shot gives me the ability to regain 1 use of Arcane Shot if I’m out.  This ability triggers at the beginning of battle.  Essentially, I’ll gain the ability to fire off one good Arcane Shot per battle.

So, what does your Arcane Archer look like?  Are you more of a cherub-like gnome or a monster-slaying tiefling?

Categories Dungeons and Dragons 5e, Fantasy, Role PlayingTags character build, character guide, dnd 5e, fighter, forest gnome, ranger, tiefling, wizard, wood elfSours: https://genrebomb.com/arcane-archer-dnd5e/
How to Play Robin Hood in Dungeons \u0026 Dragons (Legendary Archer Build for D\u0026D 5e)

Elvish Veteran Archer

5e SRD >Gamemastering >Monsters & Foes >NPCs >

Medium humanoid (elf), chaotic good or chaotic neutral

Armor Class 15 (studded leather)
Hit Points 77 (14d8 + 14)
Speed 30 ft.

STRDEXCONINTWISCHA
11 (+0)16 (+3)12 (+1)11 (+0)13 (+1)11 (+0)

SkillsNature +2, Perception +5, Stealth +5, Survival +3
Senses passive Perception 15
Languages Common, Elvish
Challenge 3 (700 XP)

  • Beast Hunter. The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts.
  • Fey Ancestry. The elvish veteran archer has advantage on saving throws against being charmed, and magic can’t put the elvish archer to sleep.
  • Keen Hearing and Sight. The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight.
  • Magic Weapons. The elvish veteran archer’s weapon attacks are magical.
  • Stealthy Traveler. The elvish veteran archer can use Stealth while traveling at a normal pace.
  • Surprise Attack. If the elvish veteran archer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
  • Multiattack. The elvish veteran archer makes two melee attacks or three ranged attacks.
  • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) piercing damage.
  • Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Volley (Recharge 6). The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see.

The elvish veteran archer is a stealthy hunter that quietly slips through the wood watching for game or intruders. While capable with a sword, the elvish archer’s true skill lies with the longbow and when unseen, she can launch a volley of arrows at her foes with deadly result.

Section 15: Copyright Notice

Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.

Sours: https://www.5esrd.com/gamemastering/monsters-foes/npc/elvish-veteran-archer-3pp/

5e archer

Arcane Archer 5e Guide

What is this guide?

This guide is meant as a deep dive into the Fighter Subclass, the Arcane Archer. You can find a full overview of the Fighter class here: DnD 5e Fighter.

For our full class guides, we use the following color rating scheme:

  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange is an OK option
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

For our Subclass Guides, we focus mainly on the Blue and Sky Blue options and options that are different from the parent class’ rating for races, backgrounds, and feats. This is to allow a streamlined view of the subclass’s features and because the other options are discussed in the 5e Fighter Guide or other Subclass Guides.

What is an Arcane Archer?

As the name implies, Arcane Archers are Fighters that specialize in imbuing magical properties onto their bow attacks. Because they are ranged attackers, Arcane Archers fill less of a tank roll than other Fighter subclasses. Typically Arcane Archers are built keeping this in mind, by focusing on dealing heavy damage and avoiding getting hit at all costs.

Strengths

Arcane Archers are presented with more choice than a typical Fighter, and are thereby a flavorful subclass to play. Many of the Arcane Shot options to choose from can be effective in different circumstances, allowing you to build your repertoire how you see fit. This is similar to how spell casters choose their spells, albeit this subclass has a smaller list to choose from. 

Arcane Archers are an amazing option to take out threats from far away. An enemy who can only attack with melee will likely be dead before it even gets to you with the combination of a longbow and the Sharpshooter feat. Combine that with Extra Attacks and Action Surge and you are a force to be reckoned with.

Weaknesses

Perhaps the biggest downside and letdown of the Arcane Archer is that the signature ability, Arcane Shot, can only be used twice per short rest. Without a multiclass or certain feats, Arcane Archers can feel very much like a vanilla bow user after they have expended their Arcane Shots. Other subclasses like Battle Masters and Eldritch Knights can be built to use bows very effectively, so the Arcane Archer often feels like it boils down to a flavor choice.

Arcane Archers likely won’t be the face of the party and may struggle to deal with enemies that manage to get in close proximity. This makes the subclass really powerful at long distance combat, but not much else.

Before You Start

Races

Check out our Guide to DnD Races for non-standard races. Keep in mind, most races and subraces are limited by the setting and source material chosen by the DM. Below are some of the best options for Arcane Archers from the standard races.

Elf: Elves get +2 to DEX, ideal for this subclass. As an elf, you also gain access to the Elven Accuracy feat.

  • High Elf: Another cantrip is nice, especially if you want to lean into the “arcane” side of things. The INT bonus is helpful since Arcane Shot’s save DC relies in part on the INT modifier of your character.

Halfling: Halflings also offer the coveted +2 DEX bonus, but neither of the two standard variations are that exciting beyond this. Choose Lightfoot if you take the Magic Initiate feat and select a CHA based spell list, choose Stout if you want a bit more survivability.

Variant Human: Variant Humans are in the running for the best race for Arcane Archers. Feats are highly synergistic with Arcane Archers, making the option to unlock one at first level very enticing. 

Backgrounds

Arcane Archers should pick up a Background that gives access to a skill proficiency they don’t have yet, ideally in DEX or INT. If the Background suits the character roleplaying wise, even better.

  • Cloistered Scholar: Heavy INT skill proficiency if your party is lacking it.
  • Criminal: Similar to Urchin if you want some social interaction skills.
  • Sage: Heavy INT skill proficiency if your party is lacking it.
  • Urchin: Sleight of Hand and Stealth are both pretty neat if you want to take on a Rogue-adjacent role. Proficiency in the Disguise Kit and Thieves’ Tools help achieve that goal.
  • Urban Bounty Hunter: Many useful choices from Deception, Insight, Persuasion, and Stealth. If you also want proficiency in an instrument, game, or Thieves’ Tools, The Urban Bounty Hunter fills those gaps.

Ability Scores

Ability Score Increases (ASI) at 4th, 6th, 8th, 12th, 14th, 16th, and 19th level.

Arcane Archers are somewhat Multi Ability Dependent (MAD). DEX is the main focus of this subclass, as its ability to use Arcane Shots relies on connecting with the bow. Save DCs for your Arcane Shot is boosted by INT, so prioritize this next. Finally, it is recommended to round out the character by having a passable CON score to reduce squishiness. To get the most out of these three stats, some will need to be dumped. 

In summary, Arcane Archers should prioritize DEX > INT > CON.

STR: Dump and focus on other stats.

DEX: Your ability to function in battle relies on consistent hits with your bow. Having a higher AC while using medium armor will also come in handy when enemies are at close range. 

CON: CON isn’t critically important since Arcane Archers tend to hang back and attack at range. Even still, having a sizeable hit point pool is vital when things don’t go your way. 

INT: INT is necessary so that your Arcane Shot is more likely to apply its effect. Sadly there isn’t much more it’s good for, unless you take the Magic Initiate feat and acquire some Wizard spells, or are looking to multiclass with Wizard/Artificer.

WIS: Can help with WIS saves and Perception.

CHA: Dump and focus on other stats.

Arcane Archer Class Progression

1st Level

Hit Points: A d10 hit dice is great, although you would ideally not get hit that often.  If you want to Sneak at all, heavy armor won’t be an option so survivability will take a hit, meaning that higher hit points are important.

Saves: Refer to the 5e Fighter Guide.

Proficiencies: Since Fighters are proficient in simple and martial weapons, Arcane Archers can use the weapon they were designed for – bows. 

Skills: Refer to the 5e Fighter Guide.

Fighting Style: Taking the Archery fighting style for this character is a no-brainer. It slots in nicely with what this build is trying to do and helps negate the negative attack modifier of the Sharpshooter feat.

Second Wind: Second Wind is less attractive on an Arcane Archer because they won’t often be in the middle of the fray. Despite this, it can save your life in a pinch.

2nd Level

Action Surge: Refer to the 5e Fighter Guide.

3rd Level

Martial Archetype: Arcane Archer

Source: Xanathar’s Guide to Everything

Arcane Archer Lore: Gaining a useful skill proficiency and cantrip is nothing to complain about. Arcane Archers tend to have a good INT modifier, so Arcana and Nature are both valid choices here; go with whichever one is most needed in your party. As for cantrips, both Prestidigitation and Druidcraft can be extremely useful in the hands of a creative player. Of the two, Prestidigitation is probably the better pick up.

Arcane Shot: This is both the best and worst thing about Arcane Archers. There are several powerful options to choose from, and you gain more options as you level up. Sadly, what never increases is the number of times you can actually use Arcane Shot per Short Rest. The 15th level feature Ever-Ready Shot tries to remedy this, but falls short of giving you substantially more uses to work with in a given encounter. Also of note is that the damage of the Arcane Shots doesn’t scale well, as it only increases when you reach 18th level.

  • Banishing Arrow: Great for taking an enemy out of combat for a round. Many monsters have a weak CHA stat and are therefore less likely to pass a CHA save.
  • Beguiling Arrow: Charming your enemy is pretty cool. Because you get advantage on social interaction ability checks against the creature, Beguiling Arrow is great if you would rather not fight it.
  • Bursting Arrow: Your go-to AOE effect, although the radius is quite small. Force damage is the best damage type in the game.
  • Enfeebling Arrow: Enfeebling Arrow is just not good. Necrotic damage is a pretty solid damage type, but halving damage from weapon attacks is too niche and weak to really be effective. Besides that, CON saves are pretty easy to pass for many enemies.
  • Grasping Arrow: Perhaps the best of the bunch, this arrow punishes movement and can cause the enemy to waste their turn. The only downside is that the initial damage type is poison, which has the most immune enemies out of all damage types.
  • Piercing Arrow: Nice if you need to hit enemies in a line and want to ignore cover. Do note that it hits all creatures in a line, not just those you are fighting against.
  • Seeking Arrow: Great for those pesky enemies that are behind cover and locating enemies that have turned invisible. Force damage is the best damage type in the game.
  • Shadow Arrow: Psychic damage is always great since resistances and immunities are rare. Reducing vision on ranged enemies can also effectively incapacitate them for a turn.

5th Level

Extra Attack: Refer to the 5e Fighter Guide.

7th Level

Magic Arrow: Magic Arrow is great if you don’t have access to any magical arrows for cutting through resistances or immunities to nonmagical attacks. If you do have access to magical arrows, this ability lets you save them for stronger enemies instead of wasting them on weaker ones.

Curving Shot: Curving Shot is the bees knees! Missing attacks won’t feel so bad if you can simply retry the attack roll on another nearby enemy.

9th Level

Indomitable: Rerolling failed saving throws is great for any character, including the Arcane Archer.

15th Level

Ever-Ready Shot: This is the only way to regain uses of Arcane Shot outside of Short or Long Rests. One additional use per encounter is nice to have, but in a big fight you will wish you had even more uses of Arcane Shot.

18th Level

Arcane Shot (improved shots): It feels like too little, too late here. More damage is nice, but by the time you’re fighting high level threats you really only care about the secondary effects that the Arcane Shots have.

Feats

Feats really shine for Arcane Archers. Fighters get many ASIs, so taking feats won’t nerf the character at all. In fact, Arcane Archers can even afford to take more than one feat once they have maxed out their DEX.

The options below synergize well and some of them also offer some good flavor for your character if you like the idea of a magic savvy bow user.

  • Elven Accuracy: If you are an elf, Elven Accuracy is very tempting. You can increase your DEX or INT score by 1, as well as reroll one die if you have advantage on the attack. This is basically super advantage!
  • Magic Initiate: Since Arcane Archers already have a good INT score, the Wizard spell list makes a lot of sense for Magic Initiate. Cantrips and 1st level spells offer tons of utility. Damage cantrips will fall behind your ranged attacks very quickly, so this feat is mainly to pick up Find Familiar (Wizard) or Hex (Warlock).
  • Ritual Caster: Again, the Wizard spell list makes sense here. Rituals are nice because they can be used multiple times, although you miss out on some options as well as cantrips when compared to Magic Initiate. This is a decent tradeoff for Arcane Archers because, as mentioned before, Cantrips will be outshone by your ranged attacks but you can still pick up Find Familiar and perhaps even more spells throughout the campaign.
  • Sharpshooter: This feat is mandatory to be effective as an Arcane Archer! With Sharpshooter, you can shoot up to 600 feet with a longbow without disadvantage, as well as ignoring half and three-quarters cover. The most interesting part of this feat however is the option to take a -5 penalty to your attack rolls to deal +10 damage. This is partially mitigated with the Archery Fighting Style, and can further be made irrelevant by having advantage, Curving Shot, or through buffs from your allies. 

Example Arcane Archer Build

This build utilizes the insane action economy of the Fighter class to do what the Arcane Archer is best at – taking out all of your enemies from a distance. While the character isn’t necessarily useful in social interactions, it can act as a stand-in for stealthy Rogue missions.

Getting the Sharpshooter feat at 1st level is a huge boost to consistency in landing hits and damage output. The attack roll penalty incurred by using Sharpshooter’s ability can be partially offset with the Archery Fighting Style as well as Curving Shot once you get it. In addition, Find Familiar lets you summon an owl familiar, which can help give you advantage on attacks.

You should start with the longbow since the Archery Fighting Style gives a free boost to those attack rolls. If you started with a melee weapon and heavy armor, swap those out before 3rd level for a longbow and light armor (for using the Stealth skill).

1st Level:

  • Race: Variant Human
  • Background: Urchin
  • Ability Scores (Point Buy): STR 8, DEX 15 (+1), CON 14, INT 15 (+1), WIS 10, CHA 8
  • Skill Proficiencies: Acrobatics, History, Perception, Sleight of Hand, Stealth
  • Equipment: Longbow, arrows (20), 2 hand axes, leather armor, rapier, shield, explorer’s pack
  • Feat: Sharpshooter

2nd Level:

3rd Level:

  • Martial Archetype: Arcane Archer
  • Arcane Archer Lore: Prestidigitation cantrip and Arcana proficiency 
  • Arcane Shot: Bursting Arrow, Grasping Arrow

4th Level:

5th Level:

6th Level:

7th Level:

  • Curving Shot
  • Magic Arrow
  • Arcane Shot: Seeking Arrow

8th Level:

  • Feat: Magic Initiate
    • Cantrips: Mage Hand, Message
    • Spell: Find Familiar (owl)

9th Level:

10th Level:

  • Arcane Shot: Banishing Arrow

11th Level:

12th Level:

13th Level:

14th Level:

15th Level:

  • Arcane Shot: Piercing Arrow
  • Ever-Ready Shot

16th Level:

17th Level:

  • Action Surge (two uses)
  • Indomitable (three uses)

18th Level:

  • Arcane Shot: Shadow Arrow

19th Level:

20th Level:

Other Fighter Subclass Guides


Hope you liked the guide! If you have any questions or feel like we missed something for the Arcane Archer, go ahead and post a comment below. If you like our content subscribe to Arcane Eye!

Roland Drews

Roland Drews is a content creator and editor at Arcane Eye. When he isn't watching basketball or noodling on his guitar, you can find Roland reading, writing, or playing D&D. He currently lives in Bonn, Germany with his girlfriend Jess.

Sours: https://arcaneeye.com/class-guides/arcane-archer-5e-guide/
The Ultimate Assassin v2.0 - The Deadliest D\u0026D 5e Archer Supernova Build Ever!

Source: Xanathar's Guide to Everything

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.

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 "Arcane Shot Options" below).

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.

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

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

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.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

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 Intelligence modifier.

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 Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

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, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom 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.

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 feet of it take 2d6 force damage each.

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 Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

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, its speed is reduced by 10 feet, 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 Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

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 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity 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.

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 Dexterity 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.

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 occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Sours: http://dnd5e.wikidot.com/fighter:arcane-archer

Now discussing:

Grabbing her blouse, she hastily put it on right on top of her naked body and quickly buttoning up all the buttons, took the top. And went out into the corridor. Alena followed her.



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