School of Arcane Archery (5e Subclass)
School of Arcane Archery[edit]
Wizard Subclass
“ | And they let loose a hail of screaming shafts, each louder than the one before, and with every strike and every blow, the walls of Belanenon crumbled. | ” |
—The Legend of Keana Strongbough, regarding Arcane Archers |
Elves live long lives, learning slowly but with great skill. Many elves take up archery or wizardry as an art, and many still become great rangers or wizards in their own right, but few are as capable of marrying the two as the arcane archer. Arcane Archers are typically elves that have trained with both magic and elven longbows all their lives, but both wizards seeking to learn useful combat skills that don't put them in danger, or rangers and fighters that seek to add a bit more of a punch to their ranged weapons can be Arcane Archers.
Arcane Archers are feared combatants on the battlefield, capable of imbuing their ammunition with magical properties and even casting spells through their arrows. Restriction: Elves Only
Much of the magic that grant Arcane Archers their abilities was created by the elves, and respond only to their kin. As such, only elves can be Arcane Archers, and those elves must be experienced spell casters and archers. Your DM may lift this restriction to better suit your campaign.
- Archery Focus
Starting when you choose this wizard school at 2nd level, your focus in archery have granted you the potential to learn certain spells. You add the following spells to the Wizard's list: ensnaring strike, cordon of arrows, conjure barrage and lightning arrow.
- Enhance Arrow
At 2nd level, you can imbue ammunition with magic. As an action, you can touch a number of pieces of ammunition equal to your Intelligence modifier (minimum of 1). These pieces of ammunition become magical, ignoring resistances and immunity to non-magical damage. At 6th level, it also gains a bonus of +1 on attacks and damage rolls. This bonus becomes +2 at 10th level and +3 at 14th level. They lose their magic properties after 10 minutes.
You can use this ability a number of times equal to your proficiency bonus, regaining your uses of it after completing a long rest.
In addition, when you fire a magic piece of ammunition from a ranged weapon, you are considered proficient with that ranged weapon (if you aren't already), and you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
- Seeker Arrow
Also at 2nd level, once per turn, you can shoot a magical arrow at a target you can see within range, and the arrow travels to the target, ignoring any cover other than total. This attack can't have disadvantage.
If you spend a spell slot when firing the seeker arrow, you don't need to make an attack roll, and the arrow automatically hits the target.
At 2nd-level spell slot adds 1d8 damage to the seeker arrow, plus 1d8 for each spell slot higher than 2nd.
- Imbue Arrow
At 6th level, you gain the ability to deliver arcane spells trough an arrow. When the arrow is fired, the spell’s area, if it has one, is centered on the arrow's target, even if the spell could normally be centered only on the caster, and targets whatever object or creature it hits.
This ability allows you to use the bow’s range rather than the spell’s range. Firing the arrow is part of the casting of the spell, both are done as part of the same Action. On a hit, the arrow causes the normal effects of the attack.
- Hail of Arrows
Starting at 10th level, in lieu of your regular attacks, you can use an Action to fire an arrow at each and every target within range, to a maximum of one target for Wizard level you have. Each enemy may only be targeted by a single arrow.
Once you use this ability, you can't use it again until you finish a long rest.
In addition, you add conjure volley and swift quiver to your spellbook. These are wizard spells for you.
- Phase Arrow
At 14th level, as an Action, you can launch an arrow at a target you can see within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.
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