Additional Arcane Shot Options (5e Class Feature)
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Additional Arcane Shot Options[edit]
This is a list of additional Arcane Shot Options available to the Arcane Archer.
Evocation Arrows[edit]
- Kinetic Arrow
You weave evocation magic into this arrow, causing it to exert extreme magical force when it hits the target. This arrow deals 2d6 extra magical bludgeoning damage. Also, the target must make a Strength Strength or be pushed up to 15 feet back and knocked prone.
- Toxic Arrow
You weave evocation magic into this arrow, causing it to secrete magical poison. On a hit, the target must make a Constitution saving throw or be poisoned for 1 minute.
Divination Arrows[edit]
- Scanning Arrow
You weave divination magic into this arrow, revealing the physiology of the target. You learn 3 of the following about the creature, which you select upon a hit:
- Their current hit points.
- Damage resistances.
- Damage vulnerabilities.
- Conditions the target has advantage against.
- Any spells or conditions currently effecting the target.
Starting at 10th level, you can also select the following:
- Damage immunities.
- Conditions the target is immune to.
Transmutation Arrows[edit]
- Duplicating Arrow
You weave transmutation magic into this arrow, causing it to split into two. When you fire your Arcane Arrow, you may make an additional attack roll against an enemy within 10 feet of the original target. They take the normal bow's damage.
Conjuration Arrows[edit]
- Rope Arrow
You shoot your arrow up to 100 feet away. The arrow sticks to the surface it lands on for one minute, so long as the surface is not a creature. A length of rope, up to 100 feet, extends from it, lasting for the one minute. You and other creatures can interact with this rope.
- Distraction Arrow
You fire an arrow. In ten minutes, the arrow snaps apart, creating a louder-than-normal clattering sound that can be heard up to 300 ft away. You can choose to have it snap earlier as a bonus action.
- Tripwire Arrow
Shoot two arrows to the ground/floor. They must be within 30 feet of each other. The notched ends of the arrows magically connect with a magical thread. The thread becomes invisible at the start of your next turn. Any creature that does not notice the thin thread, and walks or otherwise travels through it's space, must make a Dexterity saving throw, or trip and fall prone.
- Warping Arrow
You weave conjuration magic into this arrow, tripling the short and long ranges by having the arrow teleport. You can shoot through glass or other objects you can see through (like a grate) as long as the target is not using it as cover.
Necromancy Arrows[edit]
- Lethargic Arrow
You weave necromancy magic into this arrow. The target must make a Constitution saving throw or have one of the following effects occur:
- The target's speed is halved.
- The target cannot take the dash, disengage, or dodge actions.
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