Arcane Archer

A Ranger Archetype that adds Arcane Shot effects to ranged hits, with long-range sight, two effects on one attack, conjured ammunition, and a guaranteed-hit shot.

Identity

The Arcane Archer is the Ranger Archetype that loads magic into a shot instead of casting it at the target. The technique works a small spell into the projectile at the moment of release, so it travels and lands with the shot, and a watcher cannot counterspell it by reading the archer's hands. Few schools teach it, and archers who learn it properly develop a habit of counting shots aloud.

Features

  • L3 Arcane Shot

    You can work magic into a projectile as you loose it. Choose two of the following options. You learn a third option at 11th level and a fourth at 15th level. Once per turn when you hit a creature with a ranged weapon attack, you can apply one option you know. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest. Splitting Shot. One additional creature within 10 feet of the target takes half the attack's damage. Weight Shot. The target's speed is reduced by 15 feet, and it cannot take reactions until the end of your next turn. Blinding Flare. The target makes a Constitution saving throw against your spell save DC. On a failure, it is Blinded until the end of your next turn. Tracer Shot. Until the end of your next turn, attack rolls against the target have advantage, and it gains no benefit from cover or from being Invisible. Corrosive Shot. The target takes an extra 2d6 acid damage, and its Armor Class is reduced by 1 until it finishes a short rest. Anchoring Shot. The target takes an extra 2d6 force damage and makes a Strength saving throw against your spell save DC. On a failure, it cannot teleport or be moved against its will until the end of your next turn.

  • L7 Ranging Sight

    You can see to the far edge of Long range with full clarity in any light short of total darkness. Your ranged weapon attacks ignore half cover, and you do not have disadvantage on ranged attack rolls made beyond your weapon's normal range.

  • L11 Two Workings

    You learn a third Arcane Shot option. Additionally, once per short rest you can apply two options to the same attack.

  • L15 Ever-Full Quiver

    You learn a fourth Arcane Shot option. You can conjure ordinary ammunition as part of any ranged attack, so you do not run out. When you roll initiative with no Arcane Shot uses remaining, you regain one use.

  • L18 Perfect Arcane Shot Capstone

    Once per long rest, as an action, you loose one shot that applies every Arcane Shot option you know. Choose a creature within Extreme range on the same plane that you can see or have tracked within the last hour. The shot hits automatically. The target takes 10d10 force damage, and every option you know applies to it at once, with each saving throw made at disadvantage.