Arcane Archer Fighter

Feature Description
Arcane Archer Lore At 3rd level, you learn magical theory or some of the secrets of nature. Choose proficiency in either Arcana or Nature, and choose either the Prestidigitation or Druidcraft cantrip.
Arcane Shot At 3rd level, you learn to unleash special magical effects with your shots. You can apply one Arcane Shot option to an arrow each turn, with two uses per short or long rest. Gain an additional option at 7th, 10th, 15th, and 18th level.
Magic Arrow At 7th level, you can make nonmagical arrows magical for overcoming resistance and immunity to nonmagical attacks and damage. The magic fades after the arrow hits or misses.
Curving Shot At 7th level, if you miss with a magic arrow, you can use a bonus action to reroll the attack against a different target within 60 feet.
Ever-Ready Shot At 15th level, if you have no uses of Arcane Shot remaining when you roll initiative, you regain one use of Arcane Shot.

Arcane Shot Options

Arcane Shot Option Description
Banishing Arrow You use abjuration magic to banish the target to a harmless location in the Feywild. The creature must succeed on a Charisma saving throw or be banished. After 18th level, the target also takes 2d6 force damage.
Beguiling Arrow Your enchantment magic causes the target to be charmed by one of your allies. The target takes 2d6 psychic damage. At 18th level, the psychic damage increases to 4d6.
Bursting Arrow The arrow detonates after hitting, dealing 2d6 force damage to the target and creatures within 10 feet. At 18th level, the damage increases to 4d6.
Enfeebling Arrow The target takes 2d6 necrotic damage and must succeed on a Constitution saving throw, or its weapon attack damage is halved. At 18th level, the necrotic damage increases to 4d6.
Grasping Arrow The target takes 2d6 poison damage and its speed is reduced by 10 feet. The target takes 2d6 slashing damage when it moves. At 18th level, the poison and slashing damage increase to 4d6.
Piercing Arrow When you use this option, you don’t make an attack roll. Instead, the arrow creates a 1-foot-wide line. Each creature in the line must make a Dexterity saving throw. At 18th level, the piercing damage increases to 2d6.
Seeking Arrow You don’t make an attack roll. Choose a creature within range, and the arrow seeks it out. The target must make a Dexterity saving throw. At 18th level, the force damage increases to 2d6.
Shadow Arrow The target takes 2d6 psychic damage and must succeed on a Wisdom saving throw or be unable to see anything beyond 5 feet until the start of your next turn. At 18th level, the psychic damage increases to 4d6.