D&D 5E What I'd do with the Arcane Archer

Falling Icicle

Adventurer
I like the Arcane Archer feat. But there are some things about it I'd change. I also miss the other special arrow abilities from the prestige class. Here's how I'd include them:

I would change the feat by adding the following: You can use a long bow or short bow as a magic focus for your spells. You also add the following spells to your class's spell list: Seeker Arrow, Phase Arrow, Hail of Arrows and Arrow of Death. You automatically learn these spells (and can add them to your spellbook for free, if applicable) once you reach a high enough level to cast them. I would also change the Imbue Arrow ability by adding the following sentence: "The arrow's magic only functions for you." In other words, no more handing out fireball arrows to the whole party.

Seeker Arrow
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Duration: Special
You enchant an arrow so that it will seek out its target, even going around corners. The attack ignores cover. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. The attack negates cover and concealment, but otherwise is rolled normally. The arrow holds the enchantment until the end of your next long rest or until it is used in an attack that hits. The arrow's magic only functions for you.

Phase Arrow
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Duration: Special
You enchant an arrow so that it will pass through any non-magical barrier in its path. A magical barrier stops the arrow. The attack negates cover and concealment, but otherwise is rolled normally. The arrow holds the enchantment until the end of your next long rest or until it is used in an attack that hits. The arrow's magic only functions for you.

Hail of Arrows
4th-level transmutation
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You enchant yourself with supernatural speed, firing an arrow at each and every target you choose within range, to a maximum of 10 targets. Each enemy may only be targeted with a single arrow.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, increase the maximum number of targets by 2 for each level above 4th.
Requirement: You must be wielding a long bow or short bow to cast this spell.

Arrow of Death
7th-level necromancy
Casting Time: 1 action
Range: Touch
Duration: Special
You enchant an arrow with powerful death magic that forces the target, if damaged by the arrow's attack, to make a Constitution saving throw or take an additional 12d8 necrotic damage, or half that on a successful save. This spell has no effect upon undead or constructs. The arrow holds the enchantment until the end of your next long rest or until it is used in an attack that hits. The arrow's magic only functions for you.
 

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Klaus

First Post
Imbue Arrow, as it stands, is really underwhelming. The only benefit is using the bow's range instead of the spell's. I'd add in a line to Imbue Arrow saying that a foe hit by the arrow suffers disadvantage on saves against the imbued spell.
 

Stalker0

Legend
Imbue Arrow, as it stands, is really underwhelming. The only benefit is using the bow's range instead of the spell's. I'd add in a line to Imbue Arrow saying that a foe hit by the arrow suffers disadvantage on saves against the imbued spell.

With the archery master feat, you can throw 2 fireballs a round with 3 times the range. There's plenty you can do with some creativity.
 

Klaus

First Post
With the archery master feat, you can throw 2 fireballs a round with 3 times the range. There's plenty you can do with some creativity.

But range is rarely an issue, specially in a dungeon or otherwise indoors. And each feat, by itself, needs to be equivalent to a +2 to an ability score. You can't judge a feat by its relation with other feats.
 

Warbringer

Explorer
But range is rarely an issue, specially in a dungeon or otherwise indoors. And each feat, by itself, needs to be equivalent to a +2 to an ability score. You can't judge a feat by its relation with other feats.

And this is where the math falls apart.

It's going to be near impossible for them to build feats that don't interact, and simply some feats won't be worth +2 on face value. I guess the saving grace will be a class will only have 5 or so feats.
 



Falling Icicle

Adventurer
Wouldn't the Phase Arrow spell ignore armor and shields?

It used to, but since there is no "touch AC" in Next I'm not sure how I would do that. I guess you could say it ignores them, but that would force people to recalculate their AC on the spot and be kind of awkward.
 


Klaus

First Post
And your opinion of the feat is likely because you feel range is not a big deal. For someone's game where range is a bigger factor, the feat is considered better.

To account for that, you have to avoid putting all of the feat's benefits in one basket.

In the case of Arcane Archer, the only thing that changes is the spell's range. For some, it's a big deal, for others it isn't. How do you balance that? By adding a second benefit that is as broadly appealing as possible. IMHO, that could be imposing disadvantage on the save of the target hit by the arrow. That is a desireable benefit whether your game happens in dungeons or in the wilderness.
 

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