I made Arcane Archer good

Arcane Archery is an ancient art of war dating back to the era of the Feywild when the Elves could still shape-shift. Having long been nearly entirely forgotten by scholars, it is the brightest students of the art of war that study this art to not only be able to replicate it, but make it far greater than it ever was. 
Arcane Archer Fighters long had an amateurish understanding of true Arcane Archery, but a recent interest in the art has led to increased interest, with the art now being in the greatest glory thanks to the intense research of the Farmadraad University student's brave efforts exploring and documenting the Feywild's intense magic.

Level 3: Arcane Archer Lore

Shots of the Ancients: Weapons with the Ammunition property are considered Ancient Weapons for you. When you attack with an Ancient Weapon, you can either add your Intelligence modifier to the attack and damage roll of the attack, or gain temporary hp equal to your Intelligence score and optionally also make the weapon's damage type Force for this attack.
Pixie Spells: You learn a Wizard, Bard or Druid cantrip of your choice. Once per turn when you make an attack with an Ancient Weapon, you can replace the attack with a casting of the chosen cantrip. Intelligence is your spellcasting modifier for this cantrip. You can change your choice when you finish a Long Rest.
Betwixt body and the Courts: You can add your Intelligence modifier to checks you make with two skills of your choice due to your studies of the Feywild's courts having thought you the trickster's way of performing these skills. Stealth and Nature are recommended. 
 

Level 3: Spell Tome

You have crafted a magical book called a Spell Tome. It's filled with Feywild fairy tales, which grants you Advantage on Charisma checks against a creature if you spend at least 1 minute reading these tales to them. The tome has a smell of wonder and gloom, and the cover is encrusted with Feywild ores and looks however you wish it to look. The text in the book is magically illegible for anyone except you.
 
Spells contained: The Spell Tome contains three spells of your choice from the Wizard, Bard or Druid spell list of 1st level. You can change your chosen spells when you finish a Long Rest to other 1st level spells of these lists.
New spells: Choose two or three of these spell lists: Wizard, Druid or Bard. You can add another eligible spell from either of the chosen spell lists whenever you gain an odd-numbered Fighter level (excluding this level), the level of which may not exceed a value dependent on the chosen lists (minimum 1st level allowed): a third of your Fighter level if you chose Bard and either Wizard or Druid, a fourth of your Fighter level if you chose Wizard and Druid, or a fifth of your Fighter level if you chose all three. If you choose all three, you can also add a spell whenever you reach an even-numbered Fighter level.
Spellcasting modifier: Your spellcasting modifier is Intelligence for spells you cast from the Tome.
Invinsible and conjurable: Protected by beguiling abjuration magic, nothing short of a Wish spell can destroy the Spell Tome, and even a Wish only leaves it destroyed for 2d12 days, after which is grows back to how it was prior to destruction. You can take the Magic action to teleport the Tome into your hand, even from another plane.
Ritual Adept: You can cast ritual cast a spell in your Spell Tome with the ritual tag once, and you must finish a Short or Long Rest before you can do so again.

Level 3: Arcane Shots

When you hit with an attack with an Ancient Weapon (or a different occurence specified by an Arcane Shot Effect), you can apply one Arcane Shot Effect you have learned to the attack.
Learning Arcane Shot Effects: You know a number of Arcane Shot Effects equal to half your Fighter level (round up). Whenever this number increases, choose Arcane Shot Effects to learn until you have a number known equal to this number. Whenever you finish a Long Rest, you can change your known Arcane Shot Effects to other ones you qualify for.
Schools of magic: Every Arcane Shot Effect specifies one or two schools of magic it uses. You must have at least one spell from every mentioned school of magic in your Spell Tome to be eligible to learn that Arcane Shot Effect. If you're instructed to gain an Arcane Shot Effect, but don't have any eligible left to choose, then you can choose any Effect which doesn't use Dunamancy magic.
Save DC: If an Arcane Shot Effects forces a saving throw, the DC is equal to the spell save DC for your Spell Tome spells.  
Bedazzling Spells: When you hit with an attack made with an Ancient Weapon and don't apply any Arcane Shot effects to it, you can cast a spell from your Spell Tome (no action required). A spell cast this way is called a Bedazzling Spell. 
You can ignore the usual range of Bedazzling Spells. If you do so, the range is equal to the long range of the Ancient Weapon you hit with. If the spell targets any creatures and the target of the attack is a creature, then target of the attack must be one of the targets of the spell. If the spell produces an area of effect not centered on you, it must be placed so that the target of the attack is in the center of the area of effect. The spell must have a casting time of an Action or a Bonus Action.
You can cast a Bedazzling Spell a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Short or Long Rest. 

Arcane Shot Effects

(green effects are entirely new. White effects are old and identical in their function to their XGtE counterpart. Purple effects are modified versions of XGtE effects.)

Banishing Ammo. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the Ammo must also 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.

You can choose to maintain Concentration on this Effect (as if concentrating on a spell) when you use it. If you do so, then the target doesn't reappear until your Concentration ends. You end your Concentration automatically after 1 minute.

After you reach 18th level in this class, a target also takes 2d6 force damage when the Ammo hits it.

Beguiling Ammo. Your enchantment magic causes this Ammo to temporarily beguile its target. The creature hit by the Ammo takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. That ally can use its reaction to cast Command on the target, provided the spell is in your Spell Tome. This casting of the spell uses your spellcasting modifier, not the ally's, but otherwise casting works as normal.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Blink Dog's Bite AmmoConjuration magic summons a spectral Blink Dog for a moment. You can use this Effect immediate before making an attack roll. You ignore any Disadvantage on the attack roll, gain Blindsight in a 40 feet radius until the end of your next turn, deal an additional 2d6 Piercing damage on a hit, and then teleport to a location you can see within 40 feet of you. 

The Piercing damage increases to 4d6 and the teleport's distance to 60 feet when you reach 18th level in this class.

Bugbear's Stalking AmmoYou imbue the Ammo with Divination magic to err the aim of a shot that missed. You can use this effect when you miss with an attack roll. The attack roll gains a +10 bonus, potentially causing it to hit. if it hits, the target takes an extra 2d6 damage of the weapon's type. 
For each time you use this Arcane Shot option, the bonus decreases by 3 (minimum bonus of 1). The bonus resets to 10 when you finish a Short or Long Rest or use your Second Wind feature.

The bonus reduction decreases to 2 when you reach 18th level in this class.

Bursting Ammo. You imbue your Ammo with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the Ammo hits the creature, the target and all other creatures within 10 feet of it take 3d6 force damage each. 

The force damage increases to 6d6 when you reach 18th level in this class.

Centaur's Trailing AmmoThe Ammo is infused with Transmutation magic to turn the ground below the Ammo into an agonizing path. Draw a Line between you and the target. The ground immediately below the Line becomes Difficult Terrain, and a creature which moves through the ground takes 3d6 Piercing damage for every 5 feet it travels on the ground.

The Piercing damage increases to 6d6 when you reach 18th level in this class.

Chronal AmmoThe dunamancy magic you imbue in your Ammo lets the Ammo literally pierce through time. The target takes 2d6 Force damage, and you manifest an Echo of yourself within 5 feet of the target. See Echo Knight's Manifest Echo for the rules on this Echo.

The piercing damage increases to 4d6 when you reach 18th level in this class. 

Dreadful AmmoNecromancy magic makes the Ammo rot the internal organs of the target. The target takes 3d6 Necrotic damage at the start of each of its turns until it takes an action to make a Constitution check against your spell save DC and succeeds on the check. a Lesser Restoration or similar magic ends this effect early. 

Once per combat when you use this Effect as part of the Attack action and can hit the target again, you can forgo half the Necrotic damage to instead make one additional attack as part of the action. You must target the creature you hit with the triggering Dread Ammo, and you can't apply any Arcane Shot Effect to this additional attack (though you can still cast a Bedazzling Spell).

Don't halve the Necrotic damage when you use the additional attack when you reach 18th level in this class.

Dryad's Silencer AmmoYou use abjuration magic to camouflage the arrow like a dryad camouflages itself. The target takes an extra 2d6 Slashing damage, and you gain the Invisible minutes for 1 minute or immediately after you deal damage or force a saving throw.

The damage increases to 4d6 when you reach 18th level in this class. 

Eladrin's Transporting AmmoConjuration magic transports you to a location you can see within 30 feet of the target. You can then use one of the following additional effects, provided you have a spell of the mentioned school of magic in your Spell Tome.

  • Autumn's Allure (Enchantment): The target takes an additional 2d6 Fire damage, and whenever it makes an attack roll against you or force you to make a saving throw before the end of your next turn, it must roll 1d6 and subtract the result from the attack roll or the save DC.
  • Spring's Safety (Abjuration): You deal an additional 3d6 Slashing damage and gain Advantage on saving throws against magical effects until the end of your next turn.
  • Summer's Scorch (Evocation): You deal an additional 4d6 Fire damage to the target. Creatures (including the target but excluding you) within 30 feet of you must succeed on a Dexterity saving throw, taking the same Fire damage the target took on a failure, or half as much on a success. 
  • Winter's Woods (Illusion): You deal an additional 3d6 Cold damage and force the target to make an Intelligence saving throw. On a failed save, the target becomes Frightened and takes the Cold damage again at the start of each of your turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

You can use up to two additional effects instead of only one when you reach 18th level.

Elf's Tricking AmmoIllusory magic causes an fake illusion arrow to appear, which tricks the target into guarding against that arrow. You can use this Arcane Shot Effect immediately before making an attack roll. When you make that attack roll, you can roll an additional d20 and use its result rather than any other d20's you roll to determine if the attack hits. If you hit the attack roll, the target takes 2d6 Radiant damage if you didn't take the result of the additional d20.

The damage increases to 4d6 when you reach 18th level.

Enfeebling Ammo. You weave necromantic and enchanting magic into your Ammo, compelling it to drool as a zombie. The creature hit by the Ammo takes an extra 2d6 Necrotic damage. The target must also succeed on a Wisdom saving throw, or it gains the Charmed condition as if it were Charmed by the Hypnotic Pattern spell.

The Necrotic damage increases to 4d6 when you reach 18th level in this class.

Goblin's Nimble AmmoStudying Goblin lore has taught you how to use the school of Transmutation to nimbly escape out of a tricky situation. The target takes an extra 2d6 Radiant damage, and until the end of this turn, you can take the Disengage and Dash actions simultaneously as a Bonus Action.

The Radiant damage increases to 4d6 when you reach 18th level in this class.

Grasping Ammo. When this Ammo strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the Ammo 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 spell save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Gravital AmmoYou infuse dunamancy magic into the Ammo to temporarily give it an incredibly strong gravitational pull. Creatures of your choice, up to a number equal to your Intelligence modifier, within 15 feet of the target must succeed on a Strength saving throw, or take 2d6 Bludgeoning damage and be pulled into the target as close as possible, colliding with the target if possible. The target takes 1d6 Bludgeoning damage per creature which collides with the target.

The range of the pull and the Bludgeoning damage increase to 25 feet and 4d6 damage respectively when you reach 18th level in this class. 

Hat Ammo. The Ammo is first infused with conjuration magic which puts a leeching hat on the target, which is then filled with enchantment magic to pierce the mind. The target takes 2d6 Piercing damage as the Hat pierces its skull, and the target must succeed on a Charisma saving throw, or your physical body and anything you're wearing or carrying is whisked away until this Effect ends, and you possess the target for up to 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

The hat is an object with AC and HP equal to your Intelligence score and is immune to Psychic damage.This effect ends early if the hat is destroyed.

The Piercing damage increases to 4d6 when you reach 18th level in this class.

Hobgoblin's Disguising Ammo. You use Illusion magic to immediately cast the Disguise Self spell (even if isn't in your Spell Tome) on yourself. The duration is 1 minute when cast this way. Until the spell ends, you gain one of the below benefits:

  • Authority: Your form exerts immense authority and leadership, granting your allies Advantage on attack rolls and saving throw while within 10 feet of you.
  • Shadow: Your form is difficult to comprehend and keeps shifting. You have Advantage on Dexterity (Stealth) checks, and attack rolls against you have Disadvantage unless the attacker can see you with its Truesight.
  • Warlord: Your form is an intimidating presence to your enemies. You have Advantage on Charisma (Intimidation) checks, and attack rolls against you and allies within 10 feet of you have a 1d4 penalty.

You can adopt two forms instead of one when you reach 18th level in this class.

Mind-Drilling Ammo. The target must succeed on a Wisdom saving throw, or divination magic connects your brain to the target's brain to let enchantment magic pierce the target's mind. This Arcane Shot Effect lasts an unobservably short amount of time physically speaking, but you experience this for up to 10 minutes mentally. You can choose to end this early at any mental time. During this mental time, you can cast any of the following spells at will, provided the spell is in your Spell Tome. A spell expends 3 minutes of the mental time. 

  • Detect Thoughts: You modify the spell to not take Concentration, last as long as this Effect lasts in your mental time, and force the target to fail any saving throws against the spell. 
  • Modify Memory: The target automatically fails the saving throw against this spell. The duration of the spell is based in actual time as normal, not mental time.
  • Augury: This casting of Augury communes with the target of the attack rather than an otherwordly entity. The target must answer any questions you ask to it truthfully and to the best of its abilities. If you have Detect Thoughts active, then you can have the creature answer with up to ten words rather than the usual set of answers.

The effect also deals 2d6 Psychic damage to the target when you reach 18th level in this class.

Piercing Ammo. You use transmutation magic to give your Ammo an ethereal quality. Draw a Line originating from you with the target of the attack in it. the Line is as long as the long range of the weapon you use. Creatures (except you and the target) must succeed on a Dexterity saving throw or take 6d6 damage of the weapon's type on a failed save, or half as much on a successful one.

The piercing damage increases to 12d6 when you reach 18th level in this class.

Polymorphing AmmoPowerful transmutation magic is pierced directly into the target's organs to instantly transform them from the inside. The target takes 2d6 damage of the weapon's type which bypasses immunity and resistance, and you immediately cast Polymorph on the target, provided the spell is in your Spell Tome.

The damage increases to 4d6 when you reach 18th level in this class.

Seeking Ammo. Using divination magic, you grant your Ammo the ability to seek out a target. 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 Ammo flies toward that creature, moving around corners if necessary and ignoring half-cover and three-quarter cover. If the target is within the weapon's range and there is a path large enough for the Ammo to travel to the target, the target must make a Dexterity saving throw. Otherwise, the Ammo disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the Ammo, 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 to 2d6 when you reach 18th level in this class.

Shadow Ammo. You weave illusion magic into your Ammo, causing it to occlude your foe's vision with shadows. The creature hit by the Ammo takes an extra 2d6 psychic damage, and you immediately cast either the Phantasmal Force or Phantasmal Killer spell on the target, provided the spell is in your Spell Tome.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Satyr's Panpipe Ammo: You infuse the arrow with Illusion and Enchantment magic to play a magical sound. If the target isn't deafened or immune to the charmed condition, then it must succeed on a Wisdom saving throw or suffer one of the following effects of your choice:

  • Charming Melody: The target is charmed by you for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.
  • Frightening Strain: The target is frightened for 1 minute.
  • Gentle Lullaby: The target falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.

You can apply two effects instead of just one when you reach 18th level in this class.

Skulking AmmoYou use abjuration magic to turn your Ammo into a floating watch dog. You use this Arcane Shot Effect before making the attack roll, and using this causes the attack to be forgone. Until the end of your next turn, the Ammo floats around you in a 15 feet radius emanating from you. Creatures of your choice in the area can't Concentrate, and take damage equal to your weapon's damage die of the weapon's damage type for every 5 feet they move in the area. These creatures also can't use a Multiattack option of theirs while in the area.

The radius increases to 25 feet when you reach 18th level in this class.

Static Ammo: You fire a small zip of electricity from you fingertip to infuse the Ammo with potent Evocation magic. The target and each creature within 15 feet of it must succeed on a Dexterity saving throw. On a failed save, they take 2d6 Lightning damage and gain the Stunned condition until the start of your next turn. On a successful save, they take half as much damage only. 

The range of the pull and the Lightning damage increase to 25 feet and 4d6 damage respectively when you reach 18th level in this class.  

Tasha's Bewitching Ammo: Your Ammo uses Enchantment and Illusion magic to trick the target into thinking you're Iggwilv the Witch Queen for 1 minute. The target ignores any sign that you're not actually Iggwilv for the duration. The target takes 2d6 Lightning damage and must succeed on an Intelligence saving throw, or either have the Frightened or Prone condition (your choice) for as long as it thinks you're Iggwilv. 

You can apply both effects on a failed save and one effect on a successful save when you reach 18th level in this class. 

Warding AmmoWhen you are about to make an attack, you can forgo making the attack in favor of shooting the ammunition and making Abjuration magic ward you. Roll the weapon's damage dice, and choose an ability. Until the end of your next turn, you can add the number rolled to saving throws you and allies within a 5 feet radius emanating from you make of the chosen ability.

The size of the radius increase to 15 feet when you reach 18th level in this class.

Witch Ammo. You combine the schools of transmutation and dunamancy to make Ammo swerve around you prior to hitting the target. You activate this Arcane Shot Effect immediate before making the attack roll. you adopt a hag-like appearance and increase your Speed by 15 feet until you cast a Bedazzling Spell or you use this Arcane Shot Effect again.

Before the end of your next turn, when you would be hit with an attack roll or be forced to make a saving throw, you can take a reaction to move up to half your speed without provoking Opportunity Attacks. If this causes you to be outside the reach or range of the attack, the attack fails, and you don't have to make the saving throw if this causes you to be outside of the range or area of effect that forced you to make the save.

The Speed bonus increases to 30 feet when you reach 18th level in this class.

Worg's Wrath Ammo. You use conjuration magic to deal an extra 2d6 Piercing damage to it and conjure a Worg within 5 feet of the target. The Worg turns are immediately after yours. The Worg relentlessly chases and attacks the target, and only the target. The Worg disappears when it or the target dies or 1 minute passes.

You can conjure two Worgs instead of one when you reach 18th level in this class.

Level 7: Bedazzling Shots

 If you use an Arcane Shot effect which forces a saving throw and the target succeeds, you can expend a use of your Second Wind or Bedazzling Spells to make it fail instead. This overrides Legendary Resistance if it was used, and that can't be used to succeed on saves you force to fail with this benefit.

Level 10: Lore of the Fey Law

You can add Dunamancy spells to your Spell Tome instead of Wizard or Druid spells, and you automatically succeed on Wisdom (Survival) checks to navigate the Feywild.

Level 15: True Woodland Beings

You add Conjure Woodland Beings to your Spell Tome, or another eligible spell if you already have this spell.
When you cast Conjure Woodland Beings, you can either triple the size of the radius or you can summon up to four Fey creatures whose combined CR may not exceed 5 and which disappear when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Level 18: Expert of the Ancients

You can make spell scrolls of spells in your Spell Tome, following the rules in the Player's Handbook.

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