Atlira Arcane Archer (5e Subclass)

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Arcane Archer[edit]

Fighter Subclass


Arcane shot

At 3rd level you have access to two arcane shot options of your choice and you gain an additional option at 7th, 10th, 15th, and 18th level. Each option requires you to use your bonus action to prime the shot with magical energy. An arrow is only primed until the start of your next turn. When you prime a shot you ready the next arrow with the arcane shot option of your choice.

Perfect Shot.

At 7th level, when you use your action surge, you gain the benefits of priming one arcane shot for the extra action, Additionally you do not have disadvantage against prone targets with your ranged weapon attacks.

Divination Shot

At 10th level, you weave divination magic into your bow, when you do so, you may roll a d20 as a bonus action. this d20 in place of the attack roll of an ranged weapon attack you make before the end of your next turn but must choose to use them before you make the roll. You can use this feature a number of times = to your proficiency bonus and regain all expended uses at the end of a long rest.

Proximity Magic.

At 15th level, when any creature is forced to make a saving throw while within half the normal range of your bow, it makes the save at disadvantage. creatures target at the extended range make the save as normal.

Flash step Shot

At 18th level, You can use your action to make a single ranged weapon attack against a creature. If you hit, it makes a Charisma save at disadvantage. On a failure you both teleport into each others spaces.

Arcane Shot Options: The Arcane Shot feature lets you choose options for it at certain levels. Each option has a maximum number of uses per short rest = to your proficiency bonus. They are all magical effects, and each one is associated with one of the schools of magic. Some arcane shot options have persistent effects from 1 round to 10 minutes. you must maintain concentration on these options as indicated by the shot.

Each Arcane Shot option has a number of uses = to your Wisdom modifier. You regain all expended uses at the end of a long rest.

If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:

       •Arcane Shot save DC = 10 + your proficiency bonus + your Wisdom modifier 
  • Banishing Arrow.(C)

You use abjuration magic into your next arrow. The creature hit by the arrow must succeed on a Charisma saving throw or be banished. While banished in this way, the target's 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.

  • Bursting Arrow.

You weave evocation magic into your arrow which detonates after hit a surface in you weapon. Immediately after the arrow hits the point on the ground, all creatures within 15 foot diameter must make a Dexterity Saving throw or take 1d6 force damage on a fail, and half as much on a success. the damage of the explosion increases by 1d6 at 7th level[2d6] and again at 10th [3d6], 15th[4d6], and 18th[5d6]

  • Elemental Arrow

As a bonus action, you weave elemental magic into your arrow. The target takes an extra +1d6 elemental damage, and this increases by an additional 1d6 damage at 3rd, 7th, 11th and 15th. This bonus applies to all arrows shot until the end of your next turn. Choose an element from this list: acid, cold, fire, thunder, lightning, necrotic and radiant.

  • Enfeebling Arrow.(C)

You weave necromantic magic into your arrow. The target must succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

  • Flash Bang Arrow.

You weave illusion magic into your next arrow, causing your foe's vision glare and hearing to ring. The creature hit by the arrow must succeed on a Wisdom saving throw or be blinded and deafened until the end of it's next turn.

  • Heavy Shot.

You weave gravity magic into your arrow it takes extra force damage equal to your proficiency bonus and must make a Strength Saving throw. On a fail you can make it fall prone or push it back (your choice) 15 feet if it is medium or smaller, 10 if large, and 5 feet if huge.

  • Bramble Shot.(C)

You weave evocation magic into your next arrow and target a point on the ground in range of your bow. 10 foot diameter area centered on the target. the area is difficult terrain and any creature that moves into a space in the bramble takes 2d4 slashing damage. The diameter of the bramble area increases by 5 feet at 7th level[15ft] and again at 10th [20ft], 15th[25ft], and 18th[30ft]. The growth remains for up to 10 minutes

  • Grasping Arrow. (C)

You weave conjuration magic into your next arrow. On a hit the arrow releases it's magic conjuring chains to attempt wrap around the target for up to one minute. The target makes a Strength saving throw; if it fails it is restrained. The target can use its action to make a successful Strength (Athletics) check against your Arcane Shot save DC to break free.

  • Piercing Arrow.

You weave transmutation magic into your next arrow to give your next arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots 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 1d4 piercing damage which increases by 1 die size at 7th level, and again at 10th, 15th, and 18th

  • Guided Arrow.

Using divination magic, you grant your next arrow the ability to seek out a target. 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. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target 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 only takes half as much damage.

  • Dispelling Arrow.(C)

You weave anti-magic into your next arrow. On a hit you make an intelligence check against one ongoing spell or magical effect as though dispel magic was cast at 3rd level. On a success the spell or effect is suspended until the start of your next turn.

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