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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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<blockquote data-quote="Thurmas" data-source="post: 7704640" data-attributes="member: 6866167"><p>The very limited number of arcane arrows for the Arcane Archer really bugs me. If we were going up against the big bad final boss and I only got to fire one or two arcane arrows for the entire fight, I think I'd be pretty upset. Other then those two arrows, I'm no different then some random guy with a bow. I would have liked to see a few things. Either 1/3 caster with a spell list only related to some Arcane Archer spells, which I think would give a good amount of options. No cantrips or a limited cantrip list. Gives you a nice series of spells that can be used sparingly through the day, or all of them at once during a big major fight if needed. Either way, you aren't limited to just one or two. Alternatively, a list of abilities that have less dramatic effects but much more frequent uses such as: </p><p></p><p>Level 3: You gain the ability to imbue your arrows with magic. Whenever you take the attack action on your turn, you may choose an arcane energy ability you know to imbue your arrows with. You may only choose one ability each attack action. Choose two imbue abilities from the list of abilities. You gain an additional ability at 7th, 10th, 15th and 18th level.</p><p>Level 7: You no longer require a quiver of arrows. As you draw your bow an arcane arrow appears. Attacks with this arrow count as magical for overcoming resistance and</p><p>immunity to non-magical attacks and damage.</p><p>Level 15: Some other cool arrows, with a limited use of one/short rest or long rest. Ie, target is silenced, target is blinded, target is restrained, target is dealt 4d6 damage, target is slowed.</p><p>Level 18: You can apply two imbue arrow effects with your shots.</p><p></p><p>Arcane Energy:</p><p>Beguiling Arrow: Using enchantment magic, when you hit a target with an arrow imbued with this arcane energy, their attacks against you have disadvantage.</p><p>Vampiric Arrow: Using necrotic magic, when you deal damage with an arrow imbued with this arcane energy, you heal one hit point. This increase to two hitpoints at level 9 and three hitpoints at level 16.</p><p>Donkey Punch Arrow: Using evocation magic, when you hit a target with an arrow imbued with this arcane energy, you may push them 5 feet in the direction the arrow was traveling.</p><p>Slowing Arrow: Using abjuration magic, when you hit a target with an arrow imbued with this ability, the target loses their reaction until your next turn.</p><p>Grasping Arrow: Using conjuration magic, when you hit a target with an arrow imbued with this arcane energy, thorny brambles appear around the target and their movement is reduced by 5 feet until your next turn.</p><p>Piercing Arrow: Using transmutation magic, your attacks imbued with this arcane energy deal +1 force damage. This increase to +2 at level 9 and +3 at level 16.</p><p>Seeking Arrow: Using divination magic, your attacks imbued with this arcane energy get +1 to hit. This increase to +2 at level 9 and +3 at level 16.</p><p>Misleading Arrow: Using illusion magic, when your arrow impacts a surface, you may have a sound or image as per the Minor Illusion cantrip appear where the arrow hit. </p><p></p><p>This only took 5 minutes, and it may not be perfect, but it gives you more stuff to do then a special arrow or two during a combat. Kind of like Warlock invocations.</p></blockquote><p></p>
[QUOTE="Thurmas, post: 7704640, member: 6866167"] The very limited number of arcane arrows for the Arcane Archer really bugs me. If we were going up against the big bad final boss and I only got to fire one or two arcane arrows for the entire fight, I think I'd be pretty upset. Other then those two arrows, I'm no different then some random guy with a bow. I would have liked to see a few things. Either 1/3 caster with a spell list only related to some Arcane Archer spells, which I think would give a good amount of options. No cantrips or a limited cantrip list. Gives you a nice series of spells that can be used sparingly through the day, or all of them at once during a big major fight if needed. Either way, you aren't limited to just one or two. Alternatively, a list of abilities that have less dramatic effects but much more frequent uses such as: Level 3: You gain the ability to imbue your arrows with magic. Whenever you take the attack action on your turn, you may choose an arcane energy ability you know to imbue your arrows with. You may only choose one ability each attack action. Choose two imbue abilities from the list of abilities. You gain an additional ability at 7th, 10th, 15th and 18th level. Level 7: You no longer require a quiver of arrows. As you draw your bow an arcane arrow appears. Attacks with this arrow count as magical for overcoming resistance and immunity to non-magical attacks and damage. Level 15: Some other cool arrows, with a limited use of one/short rest or long rest. Ie, target is silenced, target is blinded, target is restrained, target is dealt 4d6 damage, target is slowed. Level 18: You can apply two imbue arrow effects with your shots. Arcane Energy: Beguiling Arrow: Using enchantment magic, when you hit a target with an arrow imbued with this arcane energy, their attacks against you have disadvantage. Vampiric Arrow: Using necrotic magic, when you deal damage with an arrow imbued with this arcane energy, you heal one hit point. This increase to two hitpoints at level 9 and three hitpoints at level 16. Donkey Punch Arrow: Using evocation magic, when you hit a target with an arrow imbued with this arcane energy, you may push them 5 feet in the direction the arrow was traveling. Slowing Arrow: Using abjuration magic, when you hit a target with an arrow imbued with this ability, the target loses their reaction until your next turn. Grasping Arrow: Using conjuration magic, when you hit a target with an arrow imbued with this arcane energy, thorny brambles appear around the target and their movement is reduced by 5 feet until your next turn. Piercing Arrow: Using transmutation magic, your attacks imbued with this arcane energy deal +1 force damage. This increase to +2 at level 9 and +3 at level 16. Seeking Arrow: Using divination magic, your attacks imbued with this arcane energy get +1 to hit. This increase to +2 at level 9 and +3 at level 16. Misleading Arrow: Using illusion magic, when your arrow impacts a surface, you may have a sound or image as per the Minor Illusion cantrip appear where the arrow hit. This only took 5 minutes, and it may not be perfect, but it gives you more stuff to do then a special arrow or two during a combat. Kind of like Warlock invocations. [/QUOTE]
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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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