College of Arcane Archer (5e Subclass)
College of Arcane Archer[edit]
They are warriors who blend their mastery of archery with arcane magic, allowing them to infuse their arrows with mystical powers. Arcane Archers are known for their ability to strike their enemies with arrows that defy the natural world, delivering devastating, otherworldly effects. They are skilled marksmen who draw power from the weave of magic, making them a formidable force on the battlefield.
- Bonus Proficiencies
At 3rd level, you gain proficiency with short, longbows and medium armors.
You can use a short-bow or a longbow as a spellcasting focus for your bard spells.
- Fighting Style
At 3rd level you learn the following fighting style:
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Arcane Shots
At 3rd level You can cast arcane shots. 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.
Once during each of your turns, you can either:
You use a bardic inspiration to conjure the arcane shots.
Use a spell slot to conjure the arcane shots.
You declare the usage of the feature and make a ranged attack roll with the bow. On a hit you grant the arcane shot effect. On a miss nothing happens and you expend the bardic inspiration or the spell slot as the magic of the arrow loses the effect.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Charisma.
- Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Swift Ranger
At 6th level, you learn the swift quiver spell and it does not count to your spell known. Also, you are able to cast it as a 3rd level spell while casting this on yourself using spell slots
- Master of Arcane
At 14th level, whenever you use a Arcane Shot option, you can add your bardic inspiration die to the damage rolled.
Arcane Shot Options[edit]
- 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 by 1d6, For each spell slot you spend above the first one.
- 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 20 feet of it take 2d6 force damage each.
The force damage increases by 2d6, For each spell slot you spend above the first one.
- 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 by 1d6, For each spell slot you spend above the first one.
- 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 by 1d6, For each spell slot you spend above the first one.
- 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 by 2d6, For each spell slot you spend above the first one.
- 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 by 1d6, For each spell slot you spend above the first one.
- 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 1d6, For each spell slot you spend above the first one.
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