Arcane Stalker

The Arcane Stalker archetype takes the arcane and natural magics around them and imbue them into their weapons, making them a deadly foe whether they use bow or blade.

Arcane Novice

Beginning at 3rd level you gain the ability to learn and cast a number of Arcane spells. Choose 2 evocation spells from the Wizard's spell list. These spells count as ranger spells but do not count towards the number of spells you know. At 7th, 11th, and 15th level you gain 2 more evocation spells. At 15th level the spells can be from any school. These spells can only be used via the Imbue Weapon feature.

Imbue Weapon

At 3rd level, as a bonus action you may imbue a piece of ammunition (arrow, bolt, bullet, etc.) or a melee weapon with a spell you know of first level or higher, expending a spell slot and spell components as though you cast the spell normally. You may only imbue spells with a duration of instaneous. Ammunition and weapons remain imbued so long as you maintain concentration on them.

When making an attack with one of these weapons, treat it as a normal attack. If the attack hits a creature, the spell is cast centered on your target or trageting only the creature hit by the weapon, as appropriate. Spells requiring spell attacks automatically hit, since the weapon has already struck the target. Line and cone spells are cast in the direction the attack flew to strike the target.

Caster's Bounty

At 7th level, you gain one of the following benefits of your choice:

Improved Imbue Weapon When you choose to imbue a melee weapon or piece of ammunition, you may choose to imbue it with pure arcane energy. You expend no spell slot, but allow this weapon or ammunition to deal an additional 1d6 force damage on a hit.

Chromatic Imbuement When you choose to imbue a melee weapon or piece of ammunition you may choose to imbue it with chromatic magic. You expend no spell slot, but instead change the damage type of the weapon to your choice of acid, cold, fire, lightning, poison, or thunder.

Cryptic Explorer

At 11th level you gain advantage on Intellegence (Nature) and Wisdom (Survival) checks involving magical life and terrain. In addition at 11th level you gain advantage to saving throws from spells you have cast via the Imbue Feature.

Arcane Pursuit

At 15th level your imbued weapons benefit from your enhanced insight. You may now add your Wisdom Modifier as either a bonus to hit or damage on an attack roll.