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Fighter (Arcane Archer)


Hit Points

Hit Dice: d10 per Fighter (Arcane Archer) level
Hit Points at first Level: 10 + your Constitution modifer
Hit Points at Higher Levels: 1d10!<=2 +your Constitution modifier per Fighter level after 1st (minimum of 2 on the roll)

Proficiences

Armor: All armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Overview & Creation

Level Proficiency Bonus Features
1 +2 Fighting Style, Second Wind
2 +2 Action Surge (x1)
3 +2 Martial Archetype : Arcane Archer, Archetype Feature : Arcane Archer Lore , Archetype Feature : Arcane Shot
4 +2 Ability Score Improvement
5 +3 Extra Attack (x1)
6 +3 Ability Score Improvement
7 +3 Archetype Feature : Magic Arrow, Archetype Feature : Curving Shot
8 +3 Ability Score Improvement
9 +4 Indomitable (x1)
10 +4 Archetype Feature :
11 +4 Extra Attack (x2)
12 +4 Ability Score Improvement
13 +5 Indomitable (x2)
14 +5 Ability Score Improvement
15 +5 Archetype Feature : Ever-Ready Shot
16 +5 Ability Score Improvement
17 +6 Action Surge (x2), Indomitable (x3)
18 +6 Archetype Feature :
19 +6 Ability Score Improvement
20 +6 Extra Attack (x3)

 


Class Features

Level 1

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Fighting Styles from TCoE are included.  
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique. You can learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
 

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.   Once you use this feature, you must finish a short or long rest before you can use it again.  

Level 2

 

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Level 3

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. For information on the chosen Martial Archetype, see Info.  

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.  

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).   Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.   You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.  

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.   If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.   Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its 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.   After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.   Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.   The psychic damage increases to 4d6 when you reach 18th level in this class.   Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.   The force damage increases to 4d6 when you reach 18th level in this class.   Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.   The necrotic damage increases to 4d6 when you reach 18th level in this class.   Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow 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 Arcane Shot 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.   Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires 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 1d6 piercing damage. On a successful save, a target takes half as much damage.   The piercing damage increases to 2d6 when you reach 18th level in this class.   Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. 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 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. On a failed save, it 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 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 Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.   The psychic damage increases to 4d6 when you reach 18th level in this class.  

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.  

Level 6

 

Level 7

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.  

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.  

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.  

Level 10

?

 

Level 11

 

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

 

Level 15

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.  

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

 

Level 18

 

Level 19

 

Level 20


 


Starting Equipment

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

 


Subclass Options

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.   Source: Xanathar's Guide to Everything


Created by

OmeWillem.

Statblock Type

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