Fighter - Archetypes

Duncehack Edition

Part 2

Skipping the preamble because this is Part 2 of the Fighter redesign.

See Part 1 if any of the introductory stuff matters to you.

Obligatory Natural Crit Plug

http://www.naturalcrit.com/

Someone else made a thing that lets me make homebrews without having to post them on pastebin or something. They deserve a lot of credit for that.

Obligatory /tg/ Plug

The feedback I got from various Anons on this helped me build it into something that wasn't bad and stupid.

I love you all in a way only abused spouse can possibly understand.



What if I think these are too much?
  • Champion: At 15th, weapon damage dice explode on the maximum value shown (this makes crits more valuable without giving them brutal critical, while making non-crit damage generally better over time).
  • Battlemaster: Give them a supriority die at levels 7, 10, 15 and 18 (for 8 dice, over their previous 6).
  • EK: Allow War Magic to be used before the cantrip. Doing so skyrockets the value of Eldritch Strike.
  • Banneret: Allow Rallying Cry to heal for the full Second Wind amount (not just the Fighter Level), Allow characters to move half their speed as part of their Inspiring Surge action, Remove the Int/Wis/Cha only restriction on Bulwark.
  • Cavalier: Doesn't really need it. If you want, drop either the the 10 ft. of movement required for Ferocious Charge or the once per turn restriction on it (I did both).
  • Samurai: Doesn't really need it. If you want, at 18th, allow them to stay conscious at 0hp after Strength Before Death if they still have Temp HP. remaining.
  • Arcane Archer: Give them either Int Mod. uses of Arcane Shot or just give them 4 per rest (your choice). Give them all their shots by 18th (I gave them all the options by 15th). Increase the damage by 1d6 of all shots except Seeking and Piercing by 1d6 at 10th level. Seeking gives a vague cardinal direction even on a successful save at 10th, Piercing's line witch increases to 5 ft. at 10th instead. Allow use of non-bow ranged weapons.

FIGHTER | DUNCEHACK

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 3rd level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Adrenaline Rush

At 7th level, you can rely on your reflexes and gut instinct alone to keep you alive.

When you are struck by a weapon attack, you may spend your reaction to force the enemy to reroll the attack. They must keep the second result.

You may use this a number of times equal to your Dexterity Modifier (minimum 3). You regain use of this feature after a short or long rest.

Superior Critical

Starting at 10th level, your weapon attacks score a critical hit on a roll of 18-20.

Inner Fire

At 10th level, you no longer roll for your Second Wind feature, it instead heals for 12s + Your Fighter Level.

Your Second Wind feature may be used without spending your Bonus Action.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.


Remarkable Athlete

It 7th it came too late, it's basically Jack of All Trades at 1/3rd effectiveness + Second Story Work. Putting it at 3rd really doesn't hurt much, and moreover, it actually gives something Fighters lack: early game non-combat utility.

Adrenaline Rush

Champions seem to be the 'most survivable' of the fighter archetypes, so I figured I should help that along.

Superior Critical

It's worth something like, 1 extra crit a minute with 3 weapon attacks. It's not as big a deal as you'd think.

Inner Fire

As you get higher in the levels, the die becomes the less relevent half of Second Wind. Given Survivor also exists in Champion, Second Wind plummets in value for them.


FIGHTER | DUNCEHACK

Battlemaster

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

You also have proficiency in an Intelligence skill of your choice.

Tactician

When you choose this archetype at 3rd level, your knowledge of battlefield manoeuvres greatly expands.

You gain two extra manoeuvres of your choice. You gain an additional manoeuvre at 7th, 10th, 15th and 18th levels.

In addition, you gain two extra superiority dice. You gain an additional die at 7th, 10th, 15th and 18th levels.

You may also add your Intelligence modifier to your initiative rolls. In addition, you may use Intelligence for determining the saving throw for your manoeuvres.

Situational Awareness

At 7th level, you have advantage on Wisdom (Perception), or Intelligence (Investigation) checks to spot an ambush. You also have +5 to your passive perception at all times.

Practiced Manoeuvres

At 10th level, many of the more complex fighting manoeuvres are almost as reflex to you. When you roll a Superiority Die, if its result would be below 2 + your Intelligence Modifier (Minimum 2), treat it as if it shows 2 + your Intelligence Modifier (Minimum 2).

Unremitting

At 18th level, you gain an extra superiority die whenever you use your action surge, second wind, or indomitable features.

These extra superiority dice disappear when you take a short or a long rest.



Design Notes

The fluff goes out of its way to make the Battlemaster this 'intelligent, academic general' type and yet... it falls so short of that ideal in its mechanics (not saying they were bad, otherwise I wouldn't have rolled them into the base class. Just saying it really should have been Intelligence based in some metric.

So what we have here then, is a 100% non-caster who likes Int.

Student of War

If you're going to be badass bookworm type, then you should have some kind of academic skill base to back it up.

Tactician

By 20th this means they get 12 superiority dice and manoeuvres. It was the fact they were locked at 6 in the official writeup that had them fall off in the later levels (and why multiclassing was so appealing, because access to the superiority dice was just that good).

Situational Awareness

Int. incentive without making any power too low for weird gishy Wizard shenanigans.

Practiced Manoeuvres

More Int. incentive without making it a more valuable stat than Str. or Dex.

Unremitting

So initially this was simply 'pick a manoeuvre, you don't have to spend superiority dice on it anymore'.

Then it was pointed out to me that ensured legendary resistances would be nullified by a fighter in a single round because Menacing Strike is a thing.

I did want to keep the theme of 'using manoeuvres forever', so this is what I settled on. Hopefully, less broken.

FIGHTER | DUNCEHACK

Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard 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.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 8th, 13th, and 19th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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 a wizard spell 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

Arcane Might

At 3rd level you gain the ability to channel magic through your flesh to perform feats of strength. When making a Strength, Dexterity or Constitution Skill Check (but not an attack or save), you may give yourself advantage on the roll.

You may do this a number of times equal to your Intelligence Modifier (minimum 1). You regain usage of this feature after a short or long rest.


Eldritch Knight
Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 5 3 - - -
6th 2 5 3 - - -
7th 2 6 4 2 - -
8th 2 6 4 2 - -
9th 2 7 4 2 - -
10th 3 7 4 3 - -
11th 3 9 4 3 - -
12th 3 9 4 3 - -
13th 3 10 4 3 2 -
14th 3 10 4 3 2 -
15th 3 11 4 3 2 -
16th 3 11 4 3 3 -
17th 3 12 4 3 3 -
18th 3 12 4 3 3 -
19th 3 13 4 3 3 1
20th 3 13 4 3 3 1


Regarding spell limits

Eldritch Knight's restrictions on only having Abjuration and Evocation spells is apparently only a flavour thing.

Which is kind of counter productive because EKs benefit most from the Transmutation and Illusion spell lists.

So pick one of the optional rules if you want to give some more character creation freedom.

Arcane Initiation

When an Eldritch Knight learns their Spellcasting feature, they may choose their two spell schools that will define them over their career. You cannot change these schools once chosen. With the exceptions of the spells learnt at 8th, 13th, and 19th levels, along with one of the spells learnt at 3rd level, all your spells must be of one of these schools.

Arcane Education

Eldritch Knights may pick from any spell school, instead of just Evocation or Abjuration.

FIGHTER | DUNCEHACK

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to your Intelligence modifier (minimum 2) in bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a weapon past this limit, you must break the bond with one of the others.


Quick Note:

The only thing of note here is that you get more bonded weapons at 16+ Intellect.


War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

When you make the decision to cast a cantrip in your action, you may make your bonus action weapon attack before you cast the cantrip.

Effortless Cantrips

At 7th level, you learn two extra cantrips from the Wizard spell list that inflict damage to a creature.

In addition, casting a ranged attack cantrip against a creature within 5 ft of you does not cause you to have disadvantage on the attack roll.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

When you use your Second Wind feature, you may erupt in arcane energy. Creatures within 10 ft of you, of your choice, must succeed a Strength saving throw vs. your spell save DC or be knocked prone.

When you use your Indomitable feature, you may gain temporary HP equal to twice your Intelligence modifier. These temporary hit points last for one minute.


Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

When you make the decision to cast a spell in your action, you may make your bonus action weapon attack before you cast the spell.


Spells known numbers?

Smoothed it out a little, becuase the steps of 'have 3 level of no new spells, followed by two levels where you learn two of them!' felt a little... weird.

Why all the Intelligence Scaling

In the Quick Start guide for making a Fighter in the PHB, you're supposed to get Int. This is a lie (Constitution is better for your spellcasting)

Arcane Might

Wanted early Int incentive but didn't want it to be combat. So here's non-spell utility.

War Magic Wording

Bear with me, this is meant to help deal with the 11th+ plateau because of how it interacts with Eldritch Strike.

Wouldn't this make them better at being Arcane Archers than Arcane Archers?

That's a funny joke. They already were better at it.

Effortless cantrips

The opportunity cost for non-combat cantrips is too high. Given that booming blade and green flame blade exist, there's also no real call for build experimentation. This is meant to ease that off a little.

Arcane Charge change

Wanted more incentive to pick up Intelligence as an EK.

Improved War Magic

Just to keep it consistent with War Magic.


FIGHTER | DUNCEHACK

Banneret

Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.

A Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to Your Charisma Modifier (minimum three) creatures within 60 feet of you that are allied with you, provided that the creatures can see or hear you. Each one regains hit points equal to half of what you restore with the Second Wind roll.

In addition, When you roll a Second Wind die, if its result would be below 2 + your Charisma Modifier (Minimum 2), treat it as if it shows 2 + your Charisma Modifier (Minimum 2).

Royal Envoy

Knights of high standing are expected to conduct themselves with grace.

At 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Bellowing voice

At 7th level, your sheer force of will resonates on the battlefield. You may spend a bonus action to rally your forces. Creatures of your choice within 60ft (including yourself), who can see or hear you, gain advantage on saving throws against being charmed or feared until the beginning of your next turn.

Intervene

At 7th level, you may use Help as a bonus action.

When you attack a creature, a friendly creature within 5 ft of your target may spend their reaction to move 15 ft. This movement does not provoke opportunity attacks. Only one creature may spend their reaction this way per attack action.


Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can spend their reaction to also gain the benefits of your Action Surge. This extra turn occurs immediately after your extra turn ends.

In addition, they may move up to half their speed before taking their action.

Starting at 15th level, you can choose two allies within 60 feet of you, rather than one. At 18th level, three creatures may benefit from this feature.

Bulwark

Beginning at 15th level, when you decide to use Indomitable to reroll a saving throw and you aren't incapacitated, one ally you choose who can see or hear you within 60 feet of you who also failed its saving throw against the same effect may reroll their save.

Overwhelm

At 18th level, allies who benefit from your Rallying Cry, Inspiring Surge or Bulwark features may immediately make a weapon attack. This attack does not cost their reaction.


Rallying Cry/Inspiring Surge

Battlemaster with Rally at 10 Charisma did more for effective HP than the original Rallying Cry writeup.

Inspiring surge was in the same boat but with Commander's Strike.

Royal Envoy

The Samurai, Cavalier, Arcane Archer and Battlemaster equivalents happen at 3rd.

Bellowing Voice/Intervene/Bulwark

These give 'non-magical paladin utility'. When I get to the Bard changes, Countercharm will look more like Bellowing Voice, don't worry. The Int./Wis./Cha. only restriction on Bulwark was kind of arbitrary given how few uses you had. So I fixed that too.

Overwhelm

Banerrets didn't have a thematically appropriate capstone (it was just an improvement on archetype features). So I gave them one.

FIGHTER | DUNCEHACK

Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.


Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Impact

Starting at 10th level, when you hit a creature with a Strength based weapon attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. This effect may only be used once per turn.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack. This does not prevent you from using your reaction.


General Notes

One of the best incentivised archetypes in the whole game... for what it does.

For what it's meant to do: be a mounted soldier? Well, you're not a mounted soldier, as there's nothing in the kit that wants you to stay on horseback. You're a footsoldier who uses horses to get to the front and stay there.

Which means it should be called a Dragoon.

Also means that for the homebrewers out there, there's still room for an actual mounted Fighter Archetype if you were so inclined to write one.

You barely changed anything!

Don't fix what ain't broke.

Here's what I did change though:

Made Unwavering Mark and Warding Manoeuvre short or long rest features. They're reactive features, only usable when the enemy makes a mistake anyway.

Impact used to be Ferocious Charger. Between the once per turn restriction and the movement restriction (but added a once per turn restriction because that seemed to be RAI), it was easily the weakest feature on the list. So I removed the restrictions. It was also anti-synergy, your whole kit makes you a tarpit where no one ever gets away, so why are you given a feature that wants you to be more mobile?

Removed the line on Vigilant Defender locking out reaction after using the 'special reaction'.

Cavalier Fighting Style

If you're using my Fighting Styles, then rename this archetype 'Dragoon'.

You can take Born in the Saddle off this class as well if you feel it necessary.


FIGHTER | DUNCEHACK

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain tempoary hit points equal to your Fighter level.

You can use this feature a number of times equal to your Wisdom Modifier (minimum thrice), and you regain all expended uses of it when you finish a long rest.

Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

In addition, you may add your Wisdom modifier to initiative rolls and death saving throws.

Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Rapid Strike

Starting at 10th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.


Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. If you have temporary HP however, even if you are 0 hp, you may remain conscious.

Once you use this feature, you can't use it again until you finish a long rest.


General Notes

Samurai talks about the use of Wisdom yet... well, doesn't use it.

Fighting Spirit

It kind of already functioned with as fighter level temp. hp.

As for the extra uses of Fighting Spirit at 18/20 Wisdom, at first I was thinking this would be overpowered and devalue Constitution, but it is a long rest feature.

Elegant Courtier

Adding Wisdom to death saves is there to synergise with Strength Before Death.

The Initiative thing was there because death saves strike me as too situational to be the reason to invest in a stat.

Rapid Strike at 10th?

To help deal with the post 11th dip. It's worthless without Fighting Spirit anyway.

Strength Before Death change?

So I was tempted to move Strength Before Death down to an earlier level until I realised what it does in conjunction with Second Wind. Instead, to make it a stronger capstone, I figured that letting it also work with Fighting Spirit might be worthwhile.

FIGHTER | DUNCEHACK

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the 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.

Arcane Archer Lore

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

Once per attack action, when you make a ranged attack 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 a creature, unless the option doesn't involve an attack roll. You have uses equal to your Intelligence Modifier (minimum 2), and you regain all expended uses of it when you finish a short or long rest.

When you take a new level in this class, you may replace one of your shot options.

At 7th, 10th and 15th levels, you gain two additional options.

Each option also improves at 10th and 18th levels.

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 is calculated as follows:

Arcane Shot save DC = 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, the target's 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 10th level in this class, the target also takes 1d6 force damage when the arrow hits it, increasing to 2d6 at 18th.

  • 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 3d6 at 10th level in this class, 4d6 when you reach 18th.

  • Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy 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 3d6 when you reach 10th level in this class, 4d6 when you reach 18th.

  • 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 3d6 at 10th level in this class, 4d6 when you reach 18th.

  • 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 3d6 at 10th level in this class, 4d6 when you reach 18th.

  • 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 shoots 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 line width increases to 5ft when you reach 10th level in this class, damage increasing to 2d6 at 18th.

FIGHTER | DUNCEHACK

  • Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. 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. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target 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.

    When you reach 10th level in this class, you still learn the general direction (but not exact location) of the enemy hit even on a successful save. The force damage increases to 2d6 when you reach 18th.

  • 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 3d6 when you reach 10th level in this class, 4d6 when you reach 18th.

Magic Arrow

At 7th level, you gain the ability to infuse ammunition with magic. Whenever you make a nonmagical ranged attack, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades 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.

Ever-Ready Shot

Starting at 10th 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.

Leading Shots

At 15th level, when you miss with an attack, you can make an extra attack during your attack action. You may only make use of this feature once per turn.

Endless Volley

At 18th level, in any turn where you use an Arcane Shot, you may make another ranged attack during your bonus action.



Shot Damage

Basically just added a d6 of damage at 10th, so there's extra steps of damage (With some exceptions, Seeking and peircing I had to do something different).

I never understood why the original writeup did it the way it did...

Shot Amount

2 shots per rest was... You're actually better off being an archer Battlemaster specifically unless you were starting at 18th.

Basing it on Intelligence incentivises actually using the stat. See Arcane Archers picked up Intelligence not because it was any good for them, but because there wasn't much else worth grabbing once they had 20 Dexterity.

(Well, some of the shots have saving throws, but investing 20 Int for a twice per short rest feature is a waste).

It's not like they had the option of picking Crossbow Expert or anything with that ASI.

Opening up weapons?

Crossbows take a feat to be worthwhile, slings are suboptimal unless you really want shield AC, thrown weapons have other issues (But it does open the option of 'melee' Arcane Archers).

Honestly, most people will still use bows.

Shot Options

Why didn't they get all their options by 18th level?

I gave them all their shots by 15th because I think they deserve an actual capstone.

Endless Volley

Over a minute it's like having an extra full round of attacks.

FIGHTER | DUNCEHACK