Arcane Archer, Variant (5e Class)
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- 1 Arcane Archer
- 1.1 Creating an Arcane Archer
- 1.2 Class Features
- 1.2.1 Table: The Arcane Archer
- 1.2.2 Fighting Style
- 1.2.3 Conjured Bows & Arrows
- 1.2.4 Mana Points
- 1.2.5 Magic Senses
- 1.2.6 Magic Marksman
- 1.2.7 Arcane Invocations
- 1.2.8 Ability Score Improvement
- 1.2.9 Extra Attack
- 1.2.10 Volley
- 1.2.11 Meditation
- 1.2.12 Meticulous Observer
- 1.2.13 Archer's Luck
- 1.2.14 Cowardly Gains
- 1.2.15 Destructive Aim
- 1.2.16 Foe Slayer
- 1.2.17 Eagle Eye
- 1.2.18 Magic Bowman
- 1.2.19 Magic Bow
- 1.2.20 Targeting
- 1.2.21 Enchanted Projectiles
- 1.2.22 Magical Sniper
- 1.2.23 Arcane Invocations List
- 1.3 Multiclassing
An arcane archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Creating an Arcane Archer
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.
You can make a arcane archer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Constitution is a good stat as well. Second, choose the folk hero background.
As a Arcane Archer you gain the following class features.
- Hit Points
Armor: Light, Medium
Weapons: Daggers, Shortswords, Bows, Crossbows
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, Survival, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A longbow and a quiver of 20 arrows or (b) A heavy crossbow and a quiver of 20 bolts
- (a) A Hide or (b) studded leather armor
- (a) A dungeoneer's pack or (b) An explorer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|1st||+2||Fighting Style,Conjured Bow & Arrows||-|
|2nd||+2||Magic Senses,Mana Points||2|
|3rd||+2||Magic Marksman, Arcane Invocations||3|
|4th||+2||Ability Score Improvement||4|
|5th||+3||Extra Attack, Arcane Invocations +1||5|
|6th||+3||Magic Marksman feature||6|
|8th||+3||Ability Score Improvement||8|
|10th||+4||Magic Marksman feature, Arcane Invocations +2||10|
|11th||+4||Fighting Style (2)||11|
|12th||+4||Ability Score Improvement, Meditation (2)||12|
|14th||+5||Cowardly Gains, Magic Marksman feature||14|
|15th||+5||Arcane Invocations +3||15|
|16th||+5||Ability Score Improvement, Destructive Aim||16|
|17th||+6||Foe Slayer,Meditation (3)||17|
|19th||+6||Ability Score Improvement||19|
At 1st level and again at 11th 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.
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 movement speed increases by 5 feet.
While you are wearing light or meduim armor, you gain a +1 bonus to AC.
- Piercing Shot
You gain a +1 bonus to damage rolls you make with ranged weapons.
Conjured Bows & Arrows
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure a longbow & 20 nonmagical arrows. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage, and the Bow dmg increase from 1d8 to 1d10.
At 2nd level, you unlock a way of using your learned Arcane abilities. Mana points (MP) is consumed when using class features, and can be restored after completing a long rest. The number of points you have is equal to the points shown in the Mana Points column of the Arcane Archer table.
At 2nd level, you can add an additional dmg dice whenever you make a ranged attack & you can add your prof. bonus to your Initiative rolls..
At 3rd level, you gain an subclass from Magic Bowman. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, and 14th levels.
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects.
At 3rd level, you gain two Arcane Invocations of your choice. Your invocation options are detailed at the end of the class description. You gain an additional Arcane Invocation 5th, 10th & 15th level.
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.
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.
Beginning at 7th level, you can use your action to make a ranged attack against any number of creatures within 30 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. Each use of this feature costs 3 MP.
Starting at 7th level, you can use your bonus action to regain Mana Points equal to your Intelligence modifier. You are only able to use this feature once per short or long rest. Gain additional usage at level 12th & 17th. In addition to that u can do out of combat meditation to regain mana points. For every 10 min. meditation you regain 1 Mana Point.
Beginning at 9th level, before you make a Saving Throw you can use 1 MP to have adventage on that Saving Throw.
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 once. However, If you roll a 1 or a 2 on the damage die for a ranged weapon attack, you can expend 1 MP per reroll.
At the 14th level, you become great at just fading away out of sight. As a bonus action, you can now use the Hide action. In addition, you gain proficiency in the Dexterity (Stealth) skill. If you are already proficient in this skill, double your proficiency bonus.
At the 16th level, your ability to use a bow becomes worrying for your foes. Whenever you roll a 19 or 20 on a Att. roll it is a critical hit.
At 17th level, you become an unparalleled hunter. Once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
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 are criticals on 18-20.
Magic bowman are a unique group, despite using bows and other ranged weapons, they prefer to augment they abilities with magic, often leading to deadly combination for foes who fight them.
By 3rd level, your magic has started to seep into the bows you wield, making them fire projectiles faster. Your ranged attacks now deal additional damage equal to half your Intelligence modifier, rounded up.
By 6th level, you have learned how to calm yourself and ready your attacks against a target. As a bonus action, you may focus on a target within sight. Until the start of your next turn, you have advantage on ranged attack rolls against the target and your ranged weapon attacks deal additional damage equal to your proficiency bonus. You can use Targeting only on one enemy at once, and if the first target dies you can chose another one.
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to Armor Class through magic. Additionally, your ranged attacks now deal additional damage equal to your Intelligence modifier instead of half your Intelligence modifier.
By 14th level, you can hone in on your targets no matter how difficult the shot. You gain a +1 bonus to attack and damage rolls with ranged weapons and attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Arcane Invocations List
If an arcane invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
— Arrow Return (Cantrip)
As a bonus action, you may return a magical arrow you fired from the enemys body and he takes 1d6 magical dmg for each arrow that returns.
— Bolt (1MP)
As a reaction, you may shock a creature that has hit you with a melee attack. This creature must succeed a Constitution saving throw versus your spell save DC or take 2d8 lightning damage, half if succeed. You can increase the dmg of this invocation using a additional MP and the damage increases by 1d8 for each MP.
— Brute Bane Arrow (2MP)
As an bonus action, you charge an arrow with necromantic magic. On hit, the target must success a Constitution saving throw equal to your spell save DC or take 3d10 necrotic damage and he will have disadvantage on Constitution saving throws until the start of your next turn. On success he only takes half of the dmg and doesn't have disadvantage on Constitution saving throws. You can increase the dmg of this invocation using a additional MP and the damage increases by 1d10 for each MP.
— Bursting Shot (1MP)
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage. You can increase the dmg of this invocation using a additional MP and the damage increases by 1d8 for each MP.
— Defensive Shot (1MP)
As a bonus action, you may use abjuration magic to weave a charm that disrupts your enemy’s magic. If your next ranged attack roll hits, the target suffers disadvantage on the next attack roll it makes before the start of your next turn.
— Piercing Shot (2MP)
As an action, you may fire an ethereal arrow that passes through foes and obstacles. This arrow fires forward in a line that is 5 foot wide and 60 feet long. Each creature in the line must make a Dexterity saving throw versus your spell save DC. On a failed save, the target takes 5d10 piercing damage. On a successful save, a target only takes half as much damage. You can increase the dmg of this invocation using a additional MP and the damage increases by 1d10 for each MP.
- Quick Shot, Concentration(1MP)
You unleash a surge of energy within you, allowing you to temporarily act faster. If you took the Attack action on your turn, you may move 10 feet and make a ranged weapon attack against a creature within 30 feet of you as a bonus action.
— Searing Shot (1MP)
As a bonus action, you may enchant your ranged weapon attacks. On your next ranged weapon that hits, the ammo flares with white-hot intensitity, and the attack deals an additional 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of the target's turns or until the spell ends, the target must make a Constitution saving throw versus your spell save DC. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When you cast this invocation using additional MP, both instances of damage increase by 1d8 for each MP added.You can increase the dmg of both instances of damage by 1d8 for each additional MP you use.
— Thicket Shot (2MP)
As a bonus action, you charge an arrow with poisonous nature energy that wraps around the target.On hit, the target must success a Constitution saving throw equal to your spell save DC or take 3d6 poison damage, and have its speed is reduced to 0 for 1 minute. If the target or a creature within 5 feet of it, uses an action to remove the brambles with a successful Strength (Athletics) check against your spell save DC, the creature's base move speed is not reduced anymore. You can increase the dmg of this invocation using a additional MP and the damage increases by 2d6 for each MP.
— Windy Rebuke (1MP)
As a reaction, you may attempt to push any Large or smaller creature that moves within 5 feet of you. This creature must make a Strength saving throw versus your spell save DC or take 3d4 force damage and be pushed away 10 feet away from you. You can increase the dmg of this invocation using a additional MP and the damage increases by 2d4 for each MP.
Proficiency. When you multiclass into the arcane archer class, you gain the following proficiencies: martial weapons and one arcane archer skill.