Arcane Archer (Class)

AlmirEldignor

Explorer
ARCANE ARCHER v1.0

Class Features:
Hit Die 1d8
Hit Points at First Level: 8 + con modifier
Hit points at later levels: 1d8 (or 5) + constitution modifier per Arcane Archer level.

Proficiencies:
Simple Weapons
Longbows, Light Crossbows, Heavy Crossbows, Shortswords, Scimitars
Light Armour

Starting Equipment
(a) a shortsword or (b) a simple weapon
Leather Armour
(a) an Explorer's Pack or (b) a Dungeoneer's Pack
A longbow and 20 arrows.

Save proficiencies: INT and DEX

Skill Proficiencies: Choose two from Arcana, Investigation, Athletics, Acrobatics, Perception, Insight, and Stealth.

Spellcasting Ability: Intelligence.



[TABLE="width: 100%"][TR][TD]Level[/TD][TD]Features[/TD][TD]
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[/TD][/TR][TR][TD]1[/TD][TD]Rapid Fire, Point Blank Shot[/TD][TD]
[/TD][TD]-[/TD][TD]-[/TD][TD]-[/TD][TD]-[/TD][TD]-[/TD][TD]
[/TD][TD]
[/TD][TD]
[/TD][TD]
[/TD][/TR][TR][TD]2[/TD][TD]Spellcasting, Eldritch Arrow[/TD][TD]
[/TD][TD]2[/TD][TD]-[/TD][TD]-[/TD][TD]-[/TD][TD]-[/TD][TD]
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[/TD][TD]
[/TD][TD]
[/TD][/TR][TR][TD]3[/TD][TD]Imbue Arrow, Archetype[/TD][TD]
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[/TD][/TR][TR][TD]4[/TD][TD]Ability Score Improvement[/TD][TD]
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[/TD][/TR][TR][TD]5[/TD][TD]Extra Attack[/TD][TD]
[/TD][TD]4[/TD][TD]2[/TD][TD]-[/TD][TD]-[/TD][TD]-[/TD][TD]
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[/TD][TD]
[/TD][TD]
[/TD][/TR][TR][TD]6[/TD][TD]Nimble[/TD][TD]
[/TD][TD]4[/TD][TD]2[/TD][TD]-[/TD][TD]-[/TD][TD]-[/TD][TD]
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[/TD][/TR][TR][TD]7[/TD][TD]Archetype Feature[/TD][TD]
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[/TD][/TR][TR][TD]8[/TD][TD]Ability Score Improvement[/TD][TD]
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[/TD][/TR][TR][TD]10[/TD][TD]Arcane Arrows[/TD][TD]
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[/TD][/TR][TR][TD]11[/TD][TD]Archetype Feature[/TD][TD]
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[/TD][/TR][TR][TD]12[/TD][TD]Ability Score Improvement[/TD][TD]
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[/TD][/TR][TR][TD]14[/TD][TD]Phase Shot[/TD][TD]
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[/TD][/TR][TR][TD]15[/TD][TD]Archetype Feature[/TD][TD]
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[/TD][/TR][TR][TD]16[/TD][TD]Ability Score Improvement[/TD][TD]
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[/TD][/TR][TR][TD]18[/TD][TD]Improved Arcane Arrows[/TD][TD]
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[/TD][/TR][TR][TD]19[/TD][TD]Ability Score Improvement[/TD][TD]
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[/TD][/TR][TR][TD]20[/TD][TD]Arrow of Slaying[/TD][TD]
[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]3[/TD][TD]2[/TD][/TR][/TABLE]


Rapid Fire
You have learned to shoot faster than most other archers. When you take the Attack action on your turn, you may make a single ranged weapon attack using a bow or crossbow with your Bonus Action. At 12th level, you may make two ranged weapon attacks. At 18th level, you may make the attacks when you use your action to cast an Arcane Archer spell, as well as when you take the Attack action.

Point Blank Shot
You have mastered the art of shooting a bow or crossbow in close combat. You no longer have disadvantage on ranged weapon attacks using a bow or crossbow if the target is within 5 feet of you.

Spellcasting
By the time you reach 2nd level, you have learned to cast spells. See chapter 10 for the general rules of spellcasting.
Spell Slots
The Arcane Archer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell thunderous shot and have a 1st-level and a 2nd-level spell slot available, you can cast thunderous shot using either slot.
Preparing and Casting Spells
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer spell list. When you do so, choose a number of arcane archer spells equal to your Intelligence modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell hail of thorns, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in focused meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your arcane archer spells, since your magic draws on your understanding of the fundamental fabric of magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an arcane archer you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier​

Eldritch Arrow
Starting at 2nd level, when you hit a creature with a ranged weapon attack made with a bow or crossbow, you can expend one Arcane Archer spell slot to deal Force damage to the target, in addition to the weapon's normal damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6 with a 5th-level spell slot.

Arcane Archer Archetype
At 3rd level, you pick an archetype to emulate, either the Runebow or the Arcane Hunter. This choice grants you features at 3rd, 7th, 11th, and 15th levels.

Imbue Arrow
Starting at 3rd level, when you cast a spell that involves a ranged spell attack, you may imbue the spell's effect into an arrow or bolt and shoot it. When you do so, the spells ranged extends to match the normal range of your weapon, if it is not already longer, and you may add the weapon's magic bonus (if any) to the attack roll.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Nimble
Starting at 6th level, when a creature misses you with a melee weapon attack or you succeed on a Dexterity saving throw, you may use your reaction to move up to half your speed (max 15 feet). This movement does not provoke attacks of opportunity.

Arcane Arrows
Starting at 10th level, your mastery of magic allows you to fuel every shot with eldritch power. Whenever you hit a creature with a ranged weapon attack made with a crossbow or bow, it takes an additional 1d6 Force damage. If you also use your Eldritch Arrow with this attack, add this damage to the extra damage of your Eldritch Arrow.

Phase Arrow
At 14th level, you can use your action to shoot a Phase Arrow. A Phase Arrow passes through physical barriers as if they were not there. When you shoot the arrow, make the attack as normal, but ignore half cover, three quarters cover, protection from manufactured non magical armour and shields, and total cover (though you still have to have some way to know where the target is if you can't see it, otherwise you have to guess it's location). Magical barriers that extend into the Ethereal plane block this effect. A Phase Arrow cannot be an Eldritch Arrow or an Arrow of Slaying, and you do not need ammunition to use a Phase Arrow. Once you have used this feature a number of times equal to your Intelligence modifier (minimum once) you cannot do so again until you finish a short or long rest.

Improved Arcane Arrows
At 18th level, your Arcane Arrows are even more effective. Your shots count as magical for the purpose of defeating damage resistance and immunity, and you add 2d6 damage to each shot instead of 1d6.

Arrow of Slaying
At 20th level, you have learned to craft a much more dangerous version of the standard Arrow of Slaying. You may spend 8 hours and 500gp of materials to make this special Arrow of Slaying. You can only have one such Arrow of Slaying at once, and it will only function for you. When you make a ranged weapon attack to shoot the arrow from a bow or crossbow, the target of such an attack must make a Constitution saving throw versus your spell save DC. On a failure, it takes 30d10 True Damage and is stunned until the start of your next turn. On a success, it takes 12d10 True Damage, and is not stunned. On a miss, the Arrow of Slaying may be recovered at the DM's discretion, and may be fired again on a later turn.

Archetypes (These are intentionally similar to the Swordmage's variants, as they come from the same tradition in the setting they were made for)RUNEBOW

Runebow Spell
At 3rd level you gain the ability to cast the hex spell. At 5th level, you gain the ability to cast the rain-bow spell. You always have these spells prepared, and they do not count against your total of prepared spells.

Runemark
At 7th level, when you hit an opponent with a ranged weapon attack made with bow or crossbow, you can mark them with an arcane sigil. When you attack a Runemarked target, you score a critical hit on a roll of 19 or 20. You can only runemark one target at a time. The rune fades away after 1 week, or when the target dies.

Blasting Rune
At 11th level, when you hit a Runemarked target, it gains a charge, up to 5. As long as the Runemarked target is within 1 mile of you, you can detonate the sigil as a bonus action, dealing 2d8 Points of Psychic damage per charge. The target is no longer marked by the sigil, and cannot be marked by one again for 1 hour.

Revealing Rune
At 15th level, you always know where your Runemarked target is, even if they are invisible, as long as they are within 50 feet of you. When you attack your Runemarked target, you do so with advantage, and Runemarked targets have disadvantage on saving throws against your spells.


ARCANE HUNTER

Arcane Hunter Spell
At 3rd level you gain the ability to cast the faerie fire spell. At 5th level, you gain the ability to cast the spellshield spell. You always have these spells prepared, and they do not count against your total of prepared spells..

Magical Tolerance
At 7th level, you have learned to protect yourself from the magical attacks favored by your enemies. You have resistance to damage from spells and magical effects.

Arcane Osmosis
At 11th level, you are able to absorb to the arcane energy of spells cast against you. When you succeed on a saving throw against magic, roll a d20. On a roll of 1 or 20, gain a number of spell slots equal to the level of the spell cast against you divided by three (Round down, minimum one). You cannot have more spell slots than your maximum.

Mage Hunter
At 15th level, you have become a master of hunting down those who rely on magic to protect themselves and destroy their enemies. You cannot be detected by divination magic, and you gain the ability to cast dispel magic and counterspell without using spell slots. You can these spells a number of times equal to your Intelligence modifier per short rest. (Total, not per spell, e.g. an Intelligence modifier of 5 could mean 2 dispel magics and 3 counterspells, but not 5 each.)


Arcane Archer Spell List
(See here for the custom spells on the list, marked with a *)

1st Level
Absorb Elements
Alarm
Arrowmind*
Chameleon*
Charm Person
Chromatic Orb
Detect Magic
Disguise Self
Ensnaring Strike
Expeditious Retreat
Faerie Fire
Featherfall
Find Familiar
Fire Arrow*
Hail of Thorns
Hex
Hunter's Mark
Hush*
Ice Knife
Identify
Jump
Longstrider
Ray of Sickness
Searing Shot*
Shield
Silent Image
Thunderous Shot*
Wrathful Shot*
2nd Level
Alter Self
Arcane Lock
Arrow of Light*
Aura of Deflection*
Blur
Branding Shot*
Cordon of Arrows
Darkness
Darkvision
Entangling Force
Find Traps
Hold Person
Invisibility
Melf's Acid Arrow
Misty Step
Pass Without Trace
Protection from Poison
Rain-bow*
Ray of Enfeeblement
Repel*
Silence
Spike Growth
Toxic Arrow*
Warding Wind
Web
3rd Level
Acid Sheath*
Aura of Repulsion*
Blinding Shot*
Blink
Conjure Barrage
Counterspell
Daylight
Dispel Magic
Elemental Weapon
Flame Arrows
Fly
Glyph of Warding
Haste
Lightning Arrow
Protection from Energy
Remove Curse
4th Level
Arcane Eye
Aura of Evasion*
Backfire*
Dimension Door
Elemental Bane
Enervation*
Evard's Black Tentacles
Fire Shield
Freedom of Movement
Greater Invisibility
Moment*
Shout*
Staggering Shot*
5th Level
Banishing Shot*
Blindsight*
Conjure Volley
Darkbolt*
Hold Monster
Mislead
Passwall
Rary's Telepathic Bond
Seeming
Swift Quiver
Telekinesis
 

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I think the whole concept of the arcane archer is too narrow when compared to the usual 5e classes, but I do think it would work best as an archetype for a half-caster arcane class, that we don't have. Also an "arcane archer" doesn't have much fluff differentiation from an Eldritch Knight with archery style or a wizard-fighter multiclass.
However your execution is pretty good and seems balanced. The only confusing wording is Rapid Fire, I don't exactly understand how it works.

Actually, not to advertise my stuff, but I think you might like my Runeseeker homebrewed class, you can make a character pretty much equivalent to the Runebow especially with the soul runes archetype.
 

The Rapid Fire feature is intended to allow bow-shooting players to get a few extra shots with their bonus action. At first level it would be Attack Action (1 Shot) > Bonus Action (1 Shot). Then at 5th it would be Attack (2 Shots) > Bonus (1 Shot). At 12th you could make four total, 2 on the Action and 2 on the bonus action. The 18th level text is meant to replicate the War Magic thing the EK gets, which is Cast Spell > Bonus Action Attack. It's worth noting that at the table this was developed for, the Sharpshooter feat was changed to be a -3 Attack penalty in exchange for a single extra damage dice, instead of the -5/+10 it is normally, which would be crazy with this setup.

Anyways, I agree with what you're saying about the Wizard/fighter thing, and in fact I originally intended to make the Arcane Archer be a Paladin variant (with either a custom spell list as it uses here, or just using the wizard or sorcerer one), and have all the special attacks be his channel divinity options and such. Eventually I made it into its own class, just because of how many features and idea I had for it, as well as the fact that being a 2nd-level paladin with divine spells converting to a 3rd-level paladin with arcane spells and INT casting is super awkward, especially mid-adventure. I was checking out the Runeseeker yesterday and it looks awesome btw :)

Also if you're interested in other Arcane half-ish casters the Swordmage i've posted before is basically an Arcane Sword-themed Warlock who doesn't rely on a patron or something for spells.
 

Having the same feature work for spells and attacks feels pretty weird, just make the spell feature into another feature and it might be less confusing. A half-caster that gets up to 4 attacks per turn with a two handed weapon so early sounds a little bit too powerful. Sharpshooter is usually perfectly balanced and fun as is for fighters and rangers, I don't really see why feeling the need to change it, but I guess everyone has their preference. Personally I don't think it's ever a wise idea to nerf martial features in 5e.

Why a paladin variant and not an arcane variant for the ranger? It sounds like much less work. You seem to be confusing variants and archetypes a little bit. A variant changes how the class works from level 1 and changes features outside of the archetypes, then the character still gets the normal archetypes. For example if you make this arcane archer as a ranger variant, it would get arcane spells and some basic ranger features will change, but the ranger would still choose between hunter and beastmaster and get the normal bonuses.

Thank you for the compliments to the runeseeker!

I'll check out the swordmage when I have some time. But I have to admit that it's a bit strange that you didn't make swordmage and arcane archer archetypes of the same class.
 

But I have to admit that it's a bit strange that you didn't make swordmage and arcane archer archetypes of the same class.

Wish I had thought of this two months ago :O would make it waaaay easier than having two classes which already feel like archetypes by themselves!

I see what you're saying about the 4 attacks at 12th level, im thinking ill keep it limited to 3 total, just as a person with two weapons gets with standard Extra Attack.
For the most part about the variant thing you're definitely right, the ranger does seem to fit a bit better, especially with the Volley thing the hunter gets. I'm gonna have a long hard think about the whole combining swordmage and Arcane archer into one class, would save me loads of trouble later on, with only one custom spell list to manage.
 

It seems like you could make a half-caser arcane class that gives more importance to the fighting style they choose, making them into whole archetypes as opposed to the usual situation where fighting styles are secondary little features.
You could have a half-caster divided in: swordmage (dueling or great weapon) arcane archer (range), something for two weapons, something for protector or defense.
 

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